50 drawing on his PPE to fuel the attempt. This doesn’t count as casting a spell for the round. EWarlord Jakuul The Pecos Empire welcomes all beings, so long as they play along with Lasar’s authority. Magic is accepted, and D-Bees have all the opportunities humans enjoy if they are clever or strong enough to seize them—preferably both. Jakuul is one such being from beyond the Rifts, combining intelligence and power to secure himself a role of authority and increasing wealth. Jakuul’s appears vaguely similar to a Grackle Tooth, though he is green and much more reptilian. He is also far less amiable than most Grackles, instead coming across as cold and calculating. Most Pecos Empire bandits who ride with him keep their distance; only a handful seem to have his trust and confidence. Still, he takes good care of his people. A recent series of highly successful raids against CS Fort Eldorado forces has them singing his praises and ready for more action. The so-called Warriors of Jakuul frequently cross the border into southern Missouri and Arkansas, which puts them on a likely collision course with Tomorrow Legion personnel. Such an encounter doesn’t necessarily need to end in violence, but if the Legion folks interfere with a raid, avoiding bloodshed is unlikely. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10 Skills: Climbing d6, Fighting d10, Knowledge (Battle) d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d6 Cha: −2; Pace: 10; Parry: 7; Toughness: 15 (6) Hindrances: Greedy (Minor), Overconfident, Stubborn Edges: Brawny, Charge, Combat Reflexes, Combat Sense, Command, Fervor, First Strike, Fleet-Footed, Improved Frenzy, Marksman Gear: Juicer Assassin Plate Armor (+6 Armor, +1 Toughness), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP 2), Impact Hammer (Str+2d6, Mega Damage, Raise Damage d10). Special Abilities: Armor +2: Jakuul has natural Armor. Claws: Str+d4; +2 Climbing. Infravision: Jakuul halves the penalties for Dark lighting against living targets. Slow Regeneration: Jakuul gains a natural healing check once per day. Weakness (Cold): Jakuul’s reptilian species suffers +2 damage from cold attacks, and −2 on Fatigue checks to resist cold conditions. Pecos Empire Bandit Trained in hit-and-run tactics, Pecos Bandits are far more inclined to strike fast and grab all they can carry rather than dig in for a prolonged fight. Most flee a truly capable foe, unless a strong leader demands they stay and fight. Things are different when they defend a place they consider home. For those astride a hovercycle, replace the Driving skill with Piloting d6. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Survival d4, Streetwise d4, Tracking d4 Cha: −2; Pace: 6; Parry: 5; Toughness: 10 (5) Hindrances: Greedy (Major), Loyal, Mean Edges: Extraction, Steady Hands Gear: Light Combat Armor (+5), Wilk’s 447 Laser Rifle (Range 40/80/160, Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4), vibroknife (Str+d6, AP 4, Mega Damage), frag grenade (Range 5/10/20, Damage 3d6, Mega Damage, LBT), 1 extra clip each firearm. Wellington Road Boss Combat Chopper: Size 2, Acc/TS 20/80, Toughness 18 (8), Crew 1 Notes: Exposed Crew, M.D.C. Armor Weapons: 3 × Fire-Linked Light Lasers 2 × Mini-Missile Launchers WELLINGTON ROAD BOSS COMBAT CHOPPER
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52 ATLANTIS One of the most profound events connected to the Coming of the Rifts was the return of the continent of Atlantis to this reality. True to ancient myth, Atlantis was the first advanced civilization of Rifts Earth, and only through a series of costly magical experiments did the people of Atlantis lose all they developed and held dear. The very mystical energies the Atlanteans mastered eventually drew too many enemies and too much uncontrollable Rift-driven energy, shattering the realm and casting it into dimensional limbo. Now the continent once again lies in its original place, not far from what is left of Florida, yet large enough to also be close to South America, Africa, and Europe. The Devil’s Sea (what was once called the Bermuda Triangle) remains a nearlyimpassible barrier for anyone wishing to travel in from the west, which is just as well—anyone not of sufficient power, to include all humans and most D-Bees, is likely to be destroyed or enslaved and put up for sale in the Interdimensional Market of Splynn, a shopping bazaar serving as a Megaversal crossroads where anyone can buy or sell anything. Atlantis is ruled by the hideous and godlike Splugorth (specifically, one named Splynncryth), with those who serve with any status known as Splugorth Minions. All others are subjects, visitor, or slaves; the latter actually make up the vast majority of the population in Atlantis. Most such beings never leave the continent, but there is a subset of entities frequently sent to the North American lands (and elsewhere) to explore, raid, and return to Atlantis with whatever slaves and treasures can be attained. Encounters with Minions of the Splugorth cannot help but result in spectacular violence, for they are truly evil, monstrous beings who see humans and most other sentient beings as slaves, food, or worse. E Splugorth Slaver Easily the most recognizable Atlantean monster on foreign shores, the Slaver is demonic, with dark-gray skinned, eight writhing tentacles, a huge mouth with dozens of shark-like teeth, and massive arms ending in viciously clawed hands. The creature is embedded via bio-wizard methods into a magic floating barge, which has five giant eye orbs embedded and another five floating nearby (usually within 5”, though they can be sent off for miles in any direction) in levitating spheres. Splugorth Slavers are sadistically cruel predators, happy to torment and eat anyone who they deem unfit for capture. Sent so far away from home, they are armed with many magical tools and weapons of Splugorth bio-wizardry origin; this is a vile form of arcane practice that even other evil magic wielders tend to avoid, as it involves turning living beings (more than a few sentient) into permanently-enslaved mystic tools. Note that any Splugorth Slaver encountered has at least four, and usually six, Altara Warrior Women (see below) aboard their barges. His various magic powers come directly from the barge, his Staff of Eylor, and the various eye-spheres he has under his command. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12 Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d8, Spellcasting d10, Survival d6, Tracking d8 Cha: −4; Pace: 12; Parry: 6; Toughness: 23 (10) Hindrances: Bloodthirst y, Mean, Overconfident, Ugly Edges: Arcane Background (Magic), Command, Command Presence, Danger Sense, Fervor, Hard to Kill, Improved Combat Sense, Improved Level Headed, Improved Sweep, Master of Magic, Nerves of Steel, Steady Hands Powers: Blind, bolt, burst, confusion, deflection, detect/conceal arcana, dispel, fear, invisibility, light/obscure, speak language. PPE: 40. Gear: Forearm plasma blaster (Range 30/60/120, Damage 3d10, RoF 1, Mega Damage), barge-mounted stun blaster (Range 18/36/72, targets roll Vigor check, −2
53 if the attacker scored a raise, to avoid being Shaken, MBT), Staff of Eylor (Str+d10, Mega Damage). Special Abilities: Barge Shielding: The barge is usually covered in a dome-like energy shield that functions like the barrier power, providing +16 M.D.C. protection for anyone aboard. If damage penetrates this shield, it’s temporarily knocked down until the start of the Slaver’s next turn, though it returns in full strength at that time. The shielding does not block attacks originating within the barge, so occupants can fire at opponents. Bio-wizard Slime: Slavers have +10 Armor and +2 Toughness. Claw/Bite: Str+2d6, AP 6. Fear: Slavers are terrifying, causing Fear checks when encountered. Flight: The barge flies at Pace 12 with a d10 run die, with a maximum height of 500 feet. Floating Eyes System: Between the five emplaced eyes and the five separate spheres, the Splugorth Slaver gains +4 to all Notice and Tracking checks; can see even fully invisible creatures; and has the darksight and farsight powers active at all times, with raise effects. Large: Splugorth Slavers are big, especially with their barges, granting opponents +2 on attacks against them. Ley Line Transmission: Slavers can send and receive spoken messages along ley lines over any distance. Tentacles: Slavers’ tentacles provide Reach 2. They can make three melee attacks a round with no multiaction penalty. Size +3: Splugorth Slavers, atop their great floating barges, are massive at 14 feet in height. Slow Regeneration: Slavers gain a natural healing roll once per day. Symbiotes: Splugorth Slavers carry dozens of bio-wizardry-crafted symbiotes and parasites with them, useful for binding and controlling slaves as well as healing. Assume all captured slaves are under the effects of puppet (opposed by a skill roll of d12), and the Slaver can use the healing power at a skill roll of d12 as well. Telepath: Slavers use the telepathy power at will, rolling their Spirit. They also gain +2 to resist mind-affecting powers, such as mind reading and puppet. Tracking Scent: Splugorth Slavers can track by blood scent, giving them a +2 on Tracking checks. Altara Warrior Woman These rather infamous slave warriors are seen in the company of Splugorth Slavers on raids throughout the world. Generally silent—they can speak, but rarely do—these naturally blind, cloned slaves are always female, always stunningly beautiful, and always deadly. Descended from human stock on another Splugorth-conquered planet over 2,000 years ago, these beings were experimented on with extensive biowizardry and ultimately turned into yet another vision of “perfect warriors.” Altara Warrior Women have numerous other sensory abilities to overcome their lack of sight. As well, there are no males of the species; instead, they clone themselves via a very personal process, a form of highly advanced asexual reproduction. Most of these beings are fully conditioned to follow orders without hesitation and with enthusiasm. A large percentage, however (some believe as many as 25%), are actually desperate for a chance to break free from their captors. In full combat against heavily armed foes, Warrior Women use their ranged weapons from behind the barge’s shielding. When ordered to engage in melee, or to round up slaves, the Altarans leap out and gracefully launch themselves into battle. Many who encounter them believe they may be a form of Crazy or Juicer. They are neither, instead the result of extensive bio-wizard modifications and extreme training techniques. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10 Skills: Climbing d6, Fighting d10, Healing d6, Notice d8, Shooting d10, Stealth d8, Survival d6, Tracking d6 Cha: +2; Pace: 10; Parry: 7; Toughness: 14 (7)
54 Hindrances: Death Wish, Overconfident Edges: Acrobat, Alertness, Ambidextrous, Attractive, Combat Reflexes, Danger Sense, First Strike, Fleet Footed, Improved Combat Sense, Improved Frenzy, Quick, Two-Fisted Gear: Light combat armor (+3), magic amulet (Armor +4), 2× forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage), Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT), 2× vibro-knives (Str+d6, AP 4, Mega Damage). Special Abilities: Bad Reputation: Altara Warrior Women are infamous as the servants of Splugorth Slavers worldwide. The average person hates and fears them; Altara suffer a −4 Charisma penalty with most folks who discover who and what they are. Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending out 1,200 feet (200”) which compensates for the penalties. They still cannot read, see colors, or otherwise detect purely visual information. Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully undereducated and naive about the world at large. They suffer a −2 to all Smarts rolls. Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing. Sunaj Assassin Clad in black, fully covering armor, with helmets shaped in monstrous visages, the Sunaj Assassins are another tool used by the Splugorth to execute their will across the Megaverse®. They are believed to be a monstrous, evil race who entangled themselves with the Splugorth in some supernatural, dark pact having to do with their homeworld or another planet. Here on Rifts Earth, they continue to pay their debt to the powerful race through covert and deadly services. The truth is something far more sinister, and more heartbreaking. The original Atlanteans—evolved humans who mastered sorcery and science, who built a truly advanced civilization before all others—are not gone. In fact, many of them, scattered across the Megaverse®, look to the return of their original realm with great sadness, and a determination to do even more good in the various worlds to make up for the evil pouring out of Splynncryth’s Atlantis. Unfortunately, their largest clan, numbering over a million across the many realities, has a different plan. The Aerihman clan of True Atlanteans wants nothing less than a full restoration of their original empire, and the road to that dream is on the bodies of the rest of their species! To this end, they have made a pact with Splynncryth, one which he finds delicious in every way. He’s determined to help them achieve their goal, the destruction of the rest of the original Atlanteans, all the while extracting from the so-called Sunaj all the dark and terrible service he can from them. One day, when their terrible secret is at last exposed, he and his kind will revel in the tragic fall of those they long ago defeated and whose realm they stole. Nearly superhuman in form to begin with, the Sunaj are also masters of Tattoo Magic, covering their bodies in these totems of power. Sunaj are ruthless, efficient, and utterly dedicated to their cause. They destroy themselves rather than risk any chance their secret might be revealed. Sunaj Assassins are used as agents across the Megaverse®, and are frequently sent into regions where the Splugorth wish to learn more about potential enemies. Like all True Atlanteans, Sunaj Assassins have Tattoo Magic, which effectively gives them minor superpowers. Some tattoos act as spell powers (requiring a roll and the expenditure of PPE), while others confer certain abilities and protections on the bearer.
55 Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10 Skills: Climbing d6, Fighting d10, Healing d6, Intimidation d8, Lockpicking d8, Notice d8, Persuasion d8, Psionics d10, Shooting d10, Stealth d10, Streetwise d8, Survival d6, Tattoo Magic d10, Throwing d8 Cha: +2; Pace: 8; Parry: 7; Toughness: 15 (6) Hindrances: Loyal, Vengeful (Minor), Vow (Major—Serve the clan) Edges: Acrobat, Alertness, Arcane Background (Magic), Arcane Background (Psionics), Assassin, Charismatic, Counterattack, Extraction, First Strike, Fleet-Footed, Improved Frenzy, Improved Rapid Recharge, Major Psionic, Martial Artist, Quick, Thief Powers (Magic): Armor, bolt, darksight, detect/ conceal arcana, fly, healing, smite. PPE: 30 Powers (Psionics): Boost/lower Trait, clairvoyance, deflection, illusion, mind reading, telepathy. ISP: 20 Gear: Sunaj Assassin Plate (+6, Full Environmental), L-20 Pulse Laser Rifle (Range 25/50/100, Damage 3d6+1, RoF 4, AP 2), flaming sword (Str+d10, AP 4, Mega Damage), 2× silver throwing knives (Range 3/6/12, Damage Str+d4). Special Abilities: Atlantean Transformation Immunity: Tr u e Atlanteans cannot be forcibly transformed by magic or other means. Ley Line Walker Abilities: True Atlanteans have the following Ley Line Walker special abilities—Ley Line Sense and Ley Line Phasing (see Ley Line Walker in The Tomorrow Legion Player’s Guide). Magic Weapon Tattoo: Any melee or non-technical ranged weapon wielded by the bearer of this tattoo does Mega Damage. Psionic Protection Tattoo: The bearer gains +4 armor vs. psionic damage and +4 on any rolls to resist psionic powers. Sense Vampires: True Atlanteans can roll Notice to detect any vampires within line of sight. Tattoo Magic: A special form of magic, based out of Atlantis, using arcane tattoos to activate various powers and abilities. Any power activated by a tattoo automatically has Mega Powers available. Some Magic Tattoos imbue specific abilities and protections, rather than powers. Tattoo Resilience: Beings with a large number of Magic Tattoos gain extraordinary endurance and resistance to damage. The Sunaj Assassin gains +2 Toughness. Vampire Protection Tattoo: The bearer gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers.
56 MERCENARIES & SPECIALISTS These are the types of people heroes might meet under any number of circumstances. They could be allies, rivals, enemies, or just the residents of a given town. They might have useful information or a set of desperately needed skills. They might have an agenda that runs counter to what the heroes are out to accomplish. Whatever the circumstances of meeting them, these are the folks who do things and make things happen in the world of Rifts Earth. The most common use for many of these denizens is that of additional soldiers serving as backup to any number of villains, bandit leaders, masterminds, and opportunists presented throughout this book (and elsewhere). Bandit Basic rough-and-ready types, ready for a fight if they think they can win or there’s something worth fighting for. These are the types of thugs and miscreants usually found raiding and tormenting nice folks who are trying to scrape a living out of this dangerous world. These stats are also useful for militia folk or other armed allies who might come to the aid of Tomorrow Legion folks and other heroes. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6 Cha: 0; Pace: 6; Parry: 5; Toughness: 10 (5) Hindrances: Greedy, Mean Gear: Huntsman Armor (+5), NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4), vibroknife (Str+d6, AP 4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT), 1 extra clip each firearm. Burster For sheer terrifying destructive capacity, Bursters are highly popular as mercenaries. Interestingly, Bursters are also popular in communities where fire is a concern, thanks to their ability to control and extinguish flames as well as create them. Mercenary Bursters tend to be less concerned with money and more concerned with opportunities to use their powers. Raiders and aggressive forces employ Bursters to create as much distraction and collateral damage as possible, especially when dealing with opposition forces in defensive positions. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8 Skills: Fighting d8, Intimidation d10, Notice d6, Psionics d10, Shooting d6, Stealth d6, Streetwise d6, Taunt d6 Cha: 0; Pace: 6; Parry: 6; Toughness: 12 (6) Hindrances: Overconfident, Quirk (Constantly plays with fire), Stubborn Edges: Arcane Background (Psionics), Improved Flame Bolt, Major Psionic, Sweep Powers: Armor, blind, darksight, deflection, fly, telepathy. ISP: 20 Gear: Bursters don’t normally bother with armor or weapons. Special Abilities: Everything Burns: The flames of a Burster set most things on fire. Roll a d10, with normally flammable things catching on a 6–10. Highly flammable things catch on a 3–10, and even things that don’t normally burn do so on a 10. Fiery Aura: Bursters can surround themselves with a fiery aura at will, no roll required. The aura grants them +6 Armor (which stacks with the armor power, but not worn armor) and a damage field of 3d6. Both remain active for as long as the Burster wishes, or until she is Incapacitated or otherwise unconscious. If she spends 3 ISP when activating the field, the armor is M.D.C. capacity, and the field does Mega Damage. Fire Mastery: The Burster can pick a spot within 12” and place a Large Burst Template, where she can create, control, or extinguish flames as a free action, no
57 roll required. As an action, she can roll her Psionics skill to impose −2 to Trait rolls over the area (−4 with a raise) due to heat, smoke, and other conditions. Firewalker: Bursters are completely immune to fire, plasma, and heat effects. They suffer only half-damage from lightning, electricity, and lasers. Flame Bolt: The Burster can hurl forth a flaming bolt of 4d6 damage with a range of 12/24/48. This costs no ISP and does Mega Damage. The Burster may add +2 AP by spending 1 ISP per Flame Bolt, up to +4 AP for 2 ISP (AP is doubled when on a ley line, for up to 8 AP for two ISP). Note that rolling a 1 on the Psionics die does not result in Brainburn (per Savage Worlds). City Rat Urban experts with a penchant for cybernetics and fast vehicles, City Rats are the specialists for anyone wanting to deal with a large town or city. Most have a gift for larceny, and they certainly know where to find things and who to talk to. City Rats also tend to be brave and brazen to a fault. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Climbing d6, Driving d6, Fighting d10, Lockpicking d6, Notice d8, Piloting d8, Shooting d10, Streetwise d8 Cha: 0; Pace: 6; Parry: 8; Toughness: 11 (5) Hindrances: Greedy (Minor), Overconfident, Wanted (Minor) Edges: Acrobat, Ambidextrous, Scrounger, Thief, Two-Fisted Cybernetics: Core Electronics Package (+4 Repair and Common Knowledge), Optics Package (+2 sight-based Notice, thermal and night vision), Subject Matter Expert Port IV (up to four die types in Smarts-linked skills), Targeting Eye (+2 Shooting). Gear: Huntsman Armor (+5), 2× Wilk’s 237 Laser Pistols (Range 15/30/60, Damage 2d6+1, RoF 1, AP 4), vibro-sword (Str+d10, AP 4, Mega Damage), NG-357 Hovercycle, 2 extra clips/belts each firearm. Civilian These are the most common residents of Rifts Earth and other worlds. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d4, Fighting d4, Notice d6, Shooting d4, Stealth d4, Survival d4, Throwing d4 Pace: 6; Parry: 4; Toughness: 5 Gear: Basic melee weapon (Str+d4), basic ranged weapon (Range 12/24/48, Damage 2d6).
58 Commando These hombres aren’t your typical soldier; they’re highly trained and motivated. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Climbing d6, Driving d6, Fighting d8, Healing d6, Notice d8, Shooting d8, Stealth d8, Streetwise d6, Survival d8, Swimming d6, Throwing d6, Tracking d8 Edges: Fleet-Footed, Frenzy, Marksman, Martial Artist, Steady Hands, Woodsman Pace: 8; Parry: 6; Toughness: 11 (5) Gear: Huntsman Armor (+5), advanced melee weapon (Str+d8, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), advanced heavy ranged weapon (Range 18/36/72, Damage 3d6+2, RoF 1, AP 2, Mega Damage). Crazy Despite the obvious issues involved in working with someone with an unstable psyche, Crazies effectively combine supersoldier capabilities with psionics. Most have figured out how to combine their insanity with their effectiveness, making them perfectly viable mercenaries and operatives for those who seek active operations against foes. Those with more defensive concerns tend to shy away from Crazies, however, because sitting around and waiting for something to happen tends to be a recipe for disaster where their unstable psyches and desperate need for action are concerned. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Climbing d6, Fighting d10, Notice d6, Psionics d8, Shooting d10, Stealth d6, Streetwise d6, Taunt d6, Throwing d8 Cha: 0; Pace: 12; Parry: 7; Toughness: 12 (5) Hindrances: Delusional (Major), Loyal, Overconfident, Stubborn Edges: Acrobat, Arcane Background (Psionics), Gun Nut, Improved Frenzy, Quick, Quick Draw Powers: Confusion, darksight, deflection, telepathy. ISP: 15. Gear: Huntsman Armor (+5), Wilk’s 447 Laser Rifle (Range 40/80/160, Damage 3d6, RoF 1, AP 2), Wilk’s 237 Laser Pistol (Range 15/30/60, Damage 2d6+1, RoF 1, AP 4), chain greatsword (Str+2d10, AP 2, Mega Damage), 4× frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT), 4× AP grenades (Range 5/10/20, Damage 3d8, AP 8, Mega Damage, SBT), 2× plasma grenades (Range 5/10/20, Damage 3d10, Ignores all but sealed armor, SBT), 2 extra clips each firearm. Special Abilities: Bio-Regeneration: Crazies make a natural healing roll once per day. Distinctive Appearance: In addition to the protruding Mind-Over-Matter (M.O.M.) nodules on their heads, most Crazies are readily identified by the extraordinary number of tattoos, piercings, and other body modifications they undergo. Heightened Senses: Crazies gain +2 on Investigation, Notice, and Tracking checks. Losing It: As an action, a Crazy can go Berserk (as per the Edge) at will. He is also Fearless (as per the Monstrous Ability) while Losing It. The Gun Nut Edge allows him to use firearms while in this state. See the Crazies Iconic Framework in The Tomorrow Legion Player’s Guide for information on how a Crazy comes out of this state. Needs Action: When a Crazy goes without action for an extended period of time, he tends to become agitated, irritable, and fidgety. This gives him a −2 Charisma and −1 on all Trait rolls until he sees some action again. Super Endurance: Crazies only need four hours of sleep and gain +4 on all checks against Fatigue. Uncanny Reflexes: −2 to be hit by all attacks. Cyber-Knight Knights-errant of every species and gender, unique to the world of Rifts Earth, CyberKnights are post-apocalyptic paladins wandering the world helping those in need. Theirs is not the chivalric code of ancient Earth history. Instead, they follow a much more fantastic, yet wholly righteous code: the freedom of all people from harm and tyranny. Rarely is more than one encountered at a time, often standing against impossible odds she could probably use some help in
59 facing. When a group of Cyber-Knights is encountered together, it likely means things have gone terribly pear-shaped in the area. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d10, Healing d6, Intimidation d6, Notice d6, Persuasion d8, Psionics d8, Shooting d8, Survival d4 Cha: +2; Pace: 10; Parry: 7; Toughness: 15 (6) Hindrances: Code of Honor, Heroic Edges: Ambidextrous, Champion, Elan, Fleet-Footed, Improved Sweep, Two-Fisted Powers: Deflection, smite, speak language, speed. ISP: 15 Gear: Medium Cyber-Knight Armor (+6), NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4), 2 extra clips each firearm. Special Abilities: Cyber-Armor: Cyber-Knights have +2 Toughness from their embedded techno-magic nanotech. Cyberkinetic Combat: Cyber-Knights are −2 to be hit by technology-based attacks, such as laser rifles and vibroblades. First Into Battle: A Cyber-Knight has +2 Pace and a d10 run die. If she has FleetFooted, this stacks, giving her another +2 Pace and a d12 Run Die. Mind and Body: The Cyber-Knight can use deflection, smite, and speed on herself as a free action, but she cannot use these abilities on anyone else. Psi-Sword: The Cyber-Knight can summon a single blade doing Str + Spirit ×2 damage—in this case 3d8—AP 6, or two blades doing the same damage, but only AP 2. This is a free action. Revered Protector: Cyber-Knights gain +2 Charisma due to their status on Rifts Earth among most civilized people. FALLEN CYBER-KNIGHTS There have always been a few CyberKnights, here and there, who either fooled their mentors and trainers into thinking they were worthy in the first place, or who lost their way due to some tragedy along the way. However, the war for Tolkeen created a terrible rift in the ranks of the Cyber-Knights, leading many of them to become Fallen Cyber-Knights. Too many, going against Lord Coake’s wishes, stayed in service
60 to Tolkeen even as horrific demons were summoned and terrible atrocities committed in the name of defeating the Coalition. Others simply became disillusioned after seeing too many horrors of war, walking away from the knighthood and the code to find another way through life. Most Fallen Cyber-Knights are loners, no longer identifying with the organization, yet they still use what gifts they retain to try and do something worthwhile in the world. A large (and growing) number of them have become Blackguards—Robber Knights, Justiciars, and Despoilers. These are truly evil individuals who exploit the innocent, revel in violence and murder, and seek to use their gifts for their personal aggrandizement and power. Despoilers, in particular, go out of their way to ruin the good name of Cyber-Knights. Fallen Cyber-Knights have the same abilities, though they lose their Champion Edge and the Revered Protector Charisma bonus. Blackguards regain the Champion status, but in reverse; they are Champions for evil, gaining bonuses against supernatural forces of good. Cyborg Built for combat and heavy work, Cyborgs are very popular as mercenaries and hired muscle. There’s just enough living being left in a Cyborg to make him want for good food, good drink, and leisure distractions of various kinds, which means money is a motivator. Requiring expensive repairs when things go badly in a combat means money is a serious motivator. Cyborgs are highly mobile heavyweapons platforms who also pose a very serious threat in melee combat. They require Mega Damage to hurt, making them a major concern for any group unfortunate enough to meet one. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12 Skills: Driving d6, Fighting d10, Intimidation d6, Notice d6, Repair d6, Shooting d10, Streetwise d6, Throwing d8 Cha: −2; Pace: 8; Parry: 7; Toughness: 24 (12) Hindrances: Greedy (Minor), Overconfident, Stubborn Edges: Improved Frenzy, Rock and Roll!, Steady Hands, Sweep
61 Gear: Mini rail gun (Range 75/150/300, Damage 2d8+4, RoF 4, AP 6, Mega Damage), NG-57 Heavy Duty Ion Blaster (Range 12/24/48, RoF 1, Damage 1–3d6+1), chain greatsword (Str+2d10, AP 2, Mega Damage), 2× high explosive grenades (Range 5/10/20, Damage 3d8, Mega Damage, MBT), 2 extra clips/belts each firearm. Cybernetics: Armor (+4 M.D.C.), Audio Package (+2 hearing-based Notice), Core Electronics Package (+4 Repair and Common Knowledge), Embedded Combat Coding, Optics Package (+2 sight-based Notice, thermal, and night vision). Special Abilities: Improved Movement: Cyborgs have +2 Pace and d10 run die. Inhuman Appearance: Cyborgs suffer −2 to their Charisma. Loss of Dexterity: Cyborgs excel at combat tasks, but their systems aren’t designed for delicate or even common use. All non-combat Agility checks are at −2. Malfunctions: Cyborgs are subject to the Technical Difficulties rules (Tomorrow Legion Player’s Guide). M.D.C. Armor: Cyborgs have +8 M.D.C. armor and +3 Toughness. More Machine: +2 to recover from Shaken; Ignore one wound level; self-contained breathing; immune to diseases and poisons. Size +1: Cyborgs are large and heavy. Unarmed Damage: St r + d6, Mega Damage. Glitter Boy Most Glitter Boy pilots honor their heroic history. Unfortunately, there’s no guarantee a given pilot is anything like that, and the suit can be used like any weapon—for good or ill. Of course, should other Glitter Boys discover someone besmirching their good name and history, there’s likely to be a conflict of rather epic proportions. Glitter Boy mercenaries can command exorbitant fees should they wish to. Most
62 pilots charge only a token fee, unless they’re the greedy and unscrupulous type. Those who face a serious threat, and wish to send a devastating message, likely pay whatever is asked to have that Boom Gun at their service. If caught out of his suit, this Glitter Boy pilot has a suit of Huntsman Armor (+5). Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d8 Skills: Fighting d10, Knowledge (Battle) d6, Notice d6, Piloting d8, Repair d6, Shooting d10, Streetwise d6, Survival d6 Cha: 0; Pace: 18; Parry: 7; Toughness: 30 (18) Hindrances: Greedy or Loyal, Heroic or Overconfident, Stubborn Edges: Marksman, Mr. Fix It, Power Armor Jock Gear: Gliter Boy Armor Suit (see sidebar), Boom Gun (Range 250/500/1,000, Damage 4d12+6, RoF 1, AP 25, Mega Damage, MBT), NG-LG6 Laser Rifle (Range 25/50/100, RoF 1, Damage 3d6+2, AP 2), NG-LG6 Integrated Grenade Launcher (Range 18/36/72, high explosive grenades Damage 3d8, RoF 1, Mega Damage, MBT), 2 extra clips/belts each firearm. Cybernetics: Cyber-Wired Reflexes. Special Abilities: Boom Gun Sonic Boom: Firing a Boom Gun causes a sonic boom affecting everyone (except the pilot) within a Large Burst Template. A failure on a Vigor roll −2 inflicts Hard of Hearing (Major) for 3d6 minutes and makes the character Shaken. If he fails with a 1 on the Vigor die, he is Incapacitated and makes a Vigor roll each round to become conscious but Shaken. Anyone in environmentally sealed armor gains +2 to the roll, as do characters with Hard of Hearing (Minor). Characters with the Major version are immune! Targeting Computer: The system offsets up to −2 Shooting penalties. Headhunter Techno Warrior While not as “near-robot” as a Cyborg, the mercenaries known as Cybernetic Techno Warriors, or “Headhunters” more colloquially, are filled to the gills with almost all the machinery their meat can stand. This makes them noticeable, and it also makes them valuable as soldiers, guardians, and especially bounty hunters. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d8 Skills: Driving d6, Fighting d10, Intimidation d6, Notice d6, Repair d6, Shooting d10, Stealth d6, Streetwise d6, Throwing d6 Cha: −2; Pace: 8; Parry: 7; Toughness: 21 (12) Hindrances: Greedy (Minor), Overconfident, Illiterate Edges: Brawny, Nerves of Steel, Quick Draw, Rock and Roll!, Steady Hands, Sweep, Upgradable Gear: Heavy Combat Armor (+8, Full Environmental Protection), mini rail gun (Range 75/150/300, Damage 2d8+4, RoF 4, AP 6, Mega Damage), NG-57 Heavy Duty Ion Blaster (Range 12/24/48, RoF 1, Damage 1–3d6+1), chain greatsword (Str+2d10, AP 2, Mega Damage), 2× high explosive grenades (Range 5/10/20, Damage 3d8, Mega Damage, MBT), 2 extra clips/belts each firearm. Cybernetics: Armor (+4 M.D.C.), Bionic Strength Augmentation III, Core Electronics Package (+4 Repair and Common Knowledge), Cyber-Wired Reflexes II, Leg Upgrades, Nano-Repair System. Glitter Boy Armor: Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 10 (Run d10), Swim Pace 6 Notes: Enhanced Strength (d12+4), half-damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite. Weapons: Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega Damage) Melee (Str+d6 Mega Damage, not considered Unarmed.) GLITTER BOY ARMOR
63 Juicer Ready to die, but only if something awesome or glorious can be accomplished in the moment, Juicers are powerful allies and dangerous foes. Juicers are popular as mercenaries, especially if a particular job is dangerous and holds a high likelihood of combat. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10 Skills: Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4 Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6) Hindrances: Death Wish, Overconfident Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, FleetFooted, Improved Frenzy, Quick Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm. Special Abilities: Burn (6): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll. Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat. Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check. Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue. Super Speed: Juicers double their Pace, and have a d10 run die. Uncanny Reflexes: −2 to be hit by all attacks.
64 Ley Line Walker For many in the world of Rifts Earth, Ley Line Walkers are the ultimate expression of arcane might and mastery. Their overall magical power is truly impressive, and their knowledge of and talent with ley lines is often vital to successful missions, and even survival. Unsurprisingly, Walkers often command pretty high prices as mercenaries and mission specialists. As Masters of Magic, Ley Line Walkers call upon truly powerful energies to challenge the strongest armor and most devastating weapons. Whenever possible, a Walker arranges to do battle near a ley line, as she enjoys unlimited fuel for all of her devastating spells. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Investigation d6, Knowledge (Arcana) d8, Knowledge (History) d6, Notice d10, Shooting d6, Spellcasting d10, Stealth d6 Cha: −2; Pace: 6; Parry: 5; Toughness: 9 (4) Hindrances: Curious, Quirk, Stubborn Edges: Arcane Background (Magic), Level Headed, Ley Line Phasing, Master of Magic, Rapid Recharge, Wizard Powers: Armor, banish, blast, bolt, darksight, deflection, dispel, entangle, quickness, speak language, teleport. PPE: 25 Gear: for Adventure Survival Armor (+4, +2 environmental Vigor checks), TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 1). Special Abilities: Disconnected: Ley Line Walkers tend to be awkward with normal people and situations. They suffer −2 Charisma. Expanded Awareness: Walkers can use detect arcana at will as a free action, with no PPE cost. Ley Line Walker Abilities: Ley Line Magic Mastery, Ley Line Rejuvenation, Ley Line Sense, Ley Line Walking, and Ley Line Transmission (see Ley Line Walker in The Tomorrow Legion Player’s Guide). Mind Melter When a leader or faction wants the most powerful psionic capabilities available, the Mind Melter is the specialist of choice. There are none stronger in matters of the mind, and Mind Melters are equally useful in overt combat situations and covert infiltration and information-gathering operations. Of course, they are also masters of psychological warfare. Mind Melters can demand extraordinary wages for all of the reasons above, and also because they are without question the best asset a unit can have in counterpsionic warfare. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d8, Investigation d6, Knowledge (Arcane) d6, Notice d8, Psionics d10, Shooting d4, Stealth d6 Cha: −2; Pace: 6; Parry: 5; Toughness: 10 (5) Hindrances: Arrogant or Curious, Loyal or Stubborn, Quirk Edges: Arcane Background (Psionics), Danger Sense, Major Psionic, Master Psionic Powers (Psionics): Armor, bolt, mind reading, puppet, speak language, telepathy. ISP: 35 Gear: Huntsman Armor (+5), NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2). Special Abilities: Expanded Awareness: Mind Melters can use detect arcana at will as a free action. Generally Feared: Most folks are terrified of Mind Melters. They suffer −2 Charisma. Mental Resistance: +4 on opposed checks to resist psionic effects, +4 armor versus psionic damage. Mindless Minion These followers take many forms, but low intellect and ferocity are common to all. Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10 Skills: Climbing d4, Fighting d8, Notice d6, Shooting d6, Stealth d6 Pace: 8; Parry: 6; Toughness: 9 (2) Gear: Basic melee weapon (Str+d6), basic ranged weapon (Range 12/24/48, Damage 2d8). Special Abilities: Armor +2: Mindless minions are tough. Claws/Bite: Str+d4.
65 Mystic Most Mystics are generally good and decent folk, interested in aiding those in need and defending the weak from danger. Some Mystics, however, ally with evil forces, making them terrifying enemies. A few follow spiritual paths guiding them to self-interest, more than willing to sell their services as mercenaries. The combination of psionics and arcane powers makes the Mystic a formidable ally or terrible foe. Combining raw power with subtle manipulations, Mystics are often true wild cards in any encounter, and they excel in supporting their teammates in combat and against various dangers. Finally, a Mystic’s ability to call upon his spiritual connections for information and guidance often helps weight the dice to his favor. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6 Skills: Fighting d6, Healing d8, Knowledge (Arcana) d8, Mysticism d10, Notice d8, Psionics d10, Shooting d6, Stealth d6, Survival d6 Cha: 0; Pace: 6; Parry: 5; Toughness: 8 (3) Hindrances: Arrogant or Heroic, Loyal or Stubborn, Quirk Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Healer, Holy/Unholy Warrior, Master of Magic, Rapid Recharge Powers (Miracles): Armor, bolt, boost/lower Trait, dispel, entangle, healing. PPE: 20 Powers (Psionics): Mind reading, puppet, speak language, telepathy. ISP: 15 Gear: Ley Line Walker Light Armor (+3 Armor, +4 Vigor checks vs. toxins and disease), NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2). Special Abilities: Cosmic Confluence: Exchange ISP for PPE, and vice-versa, at a 2-for-1 rate. Mystic Awareness: Mystics can use detect/conceal arcana at will as a free action, at no PPE or ISP cost. They can also sense supernatural beings with a Notice check within line of sight. Spiritual Channel: Mystics have a connection to the divine or spiritual, allowing them to use the divination power at will, costing no PPE or ISP. However, each time the power is used, a Vigor check is rolled to resist Fatigue, and a cumulative −1 penalty is applied for each added use over a day. The penalties are removed after a full night’s rest, which also gets rid of any Fatigue accumulated this way. Operator Like Techno-Wizards, Operators command huge fees as mercenaries and hired specialists. Expert operation and repair of the technology so many depend on is a rarity in a part of the world where education and training are difficult to come by. Many Operators enjoy the opportunity to travel far and wide, exploring the lands as they find plenty of work to be done. This Operator comes with her own fully deckedout Mountaineer ATV (see sidebar). Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Boating d4, Driving d8, Fighting d6, Knowledge (Computers) d6, Knowledge (Electronics) d8, Lockpicking d6, Notice d8, Piloting d6, Repair d8, Shooting d8, Streetwise d6, Survival d4 Cha: 0; Pace: 6; Parry: 5; Toughness: 10 (5) Hindrances: Greedy and/or Overconfident Edges: Ace, Combat Ace, McGyver Gear: Huntsman Armor (+5), Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 2, AP 2), extensive tool kit, 2 clips ammo. Cybernetics: Core Electronics Package (+4 Repair and Common Knowledge), Optics Package (+2 sight-based Notice, thermal and night vision), Range Data System (offset Shooting penalties by two). Robot Pilot Anyone with a walking tank and the skill to pilot it can demand fairly high wages. Most Robot Pilots get at least a few cybernetic enhancements to ensure they have the edge in the kind of combat that can level a city. Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Driving d6, Fighting d6, Notice d8, Piloting d10, Repair d6, Shooting d10, Survival d4
66 Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (5) Hindrances: Greedy and/or Overconfident Edges: Ace, Combat Ace, Robot Armor Jock Gear: Huntsman Armor (+5), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), Triax X-500 Forager Combat Robot. Cybernetics: Core Electronics Package (+4 Repair and Common Knowledge), CyberWired Reflexes, Optics Package +2 sightbased Notice, thermal and night vision), Range Data System (offset Shooting penalties by two). Soldier These rank-and-file troops serve in various armies throughout the Megaverse®. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6 Pace: 6; Parry: 6; Toughness: 11 (5) Gear: Huntsman Armor (+5), advanced melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT). Techno-Wizard As mercenaries, Techno-Wizards can command a very steep fee, and those wishing to avoid lots of combat are usually obliged. Their inherent mastery of machines and electronics makes TWs incredibly valuable as specialists (not to mention top-quality tech support). Many militaryoriented outfits use Techno-Wizards as combat engineers, responsible for dealing with technical and mechanical challenges as well as keeping the unit’s gear and vehicles running. Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d6 Skills: Driving d6, Fighting d6, Investigation d6, Knowledge (Arcana) d6, Knowledge (Computers) d8, Knowledge (Engineering) d6, Knowledge (Science) d6, Notice d8, Piloting d6, Repair d10, Shooting d8, Techno-Wizardry d10 Cha: 0; Pace: 6; Parry: 5; Toughness: 12 (7) Hindrances: Curious, Greedy, Stubborn, Quirk Edges: Ace, Arcane Background (Weird Science), McGyver, Mr. Fix It Powers (Weird Science): Armor, blast, bolt, boost/lower Trait, speed. PPE: 20 Gear: Combat Mage Armor (+7, Full Environmental), Shard Pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, lower Trait using Shooting, ice Trappings), Techno-Wizard toolkit and devices. Special Abilities: Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of Triax X-500 Forager Combat Robot: Size 6, Crew 2+2, Strength d12+6, Toughness 33 (15), Pace 10 Notes: M.D.C. Armor Weapons: Dual Linked Medium Ion Cannon 2 × Medium Missile Launchers TRIAX X-500 FORAGER COMBAT ROBOT: Mountaineer ATV: Size 5, Acc/ TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5, Remaining Mods 5 Notes: All-Terrain, Handling 1, Environmental Systems, Nuclear Engine, Sensor Suite Weapons: Light Laser (Fixed) Light Rail Gun Mini-Missile Launcher (Fixed) MOUNTAINEER ATV
67 PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session. Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device with a touch, giving her +2 to all related noncombat skill rolls where the machinery is involved. This includes bypassing security, picking locks, operating vehicles, using sensors, etc. When interfacing with an arcane (almost always Techno-Wizard) device, the bonus increases to +4. For combat-related Trait rolls, these bonuses are reduced to +1 and +2, respectively. Wilderness Scout Many towns, merchant operations, and other organizations like to have those trained in wilderness travel and scouting on the payroll. Scouts make excellent earlywarning operatives, as well as pathfinders for those travelling across the most dangerous parts of the world—which is pretty much most of the world. Wilderness Scouts also tend to be excellent hunters…and snipers. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Climbing d8, Fighting d10, Healing d6, Notice d8, Shooting d10, Stealth d8, Survival d8, Throwing d6, Tracking d8 Cha: 0; Pace: 8; Parry: 7; Toughness: 14 (7) Hindrances: Arrogant or Heroic, Cautious, Stubborn Edges: Assassin, Brawny, Elan, FleetFooted, Marksman, Woodsman, Steady Hands Gear: Bushman Armor, modified (+7 Armor, Full Environmental), NGLG6 Laser Rifle (Range 25/50/100, Damage 3d6+2, RoF 1, AP 2), Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4), vibro-sword (Str+d10, AP 4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT), 1 extra clip each firearm.
68 CHAPTER THREE MONSTERS AND CREATURES A mong the inescapable truths of life on Rifts Earth is this: monsters are real, and they are a constant danger. Truly advanced cities have plenty of defenses against most of them, and yet even urban dwellers are not immune to the danger a vicious, hungry, and malicious beast (or horde of them) represents. For those who live outside of the great cities, or who travel the wilderness between civilized realms, the threat is constant and terrifying. MONSTERS OF THE WORLD All the creatures that follow are found in the wilds of North America; many are also encountered across the planet. There are many wild animals and rapacious creatures, driven merely to feed or to defend their territories. Many are native to Earth, while many more hail from alien worlds across the dimensions. This section, however, deals with the much more horrifying threats of monsters driven by a will to conquer and kill, seeking power or the sheer visceral thrill of bringing more evil into the world. Brodkil Nine feet tall, hulking bodies, enormous mouths with bone-crushing jaws—Brodkil are a terrifying race of sub-demons in their natural forms. Their love of cybernetics makes them all the more dangerous, and they frequently sell their considerable talents for mayhem in order to gain one or more bionic implants. Brodkil are mostly found in North America and Europe, and are believed to have arrived in overwhelming numbers during the Great Cataclysm. Most of them wander the land in aggressive nomadic tribes, though a large number happily sell their services as mercenaries, especially to the True Federation of Magic. Brodkil have bronze skin and no hair (aside from a tuft at the back of their skull). They love high tech, even though they have no capacity for industry or crafting. Instead, they trade their services for such, or scavenge what they can from the bodies of their foes. In the case of snatched cybernetics, they take whatever they can and find an unscrupulous cyber-doc to install the purloined pieces. Following is a brodkil without any implants, carrying fairly typical gear. Note brodkil have a natural ability to turn invisible, which is lost when they take on one or more cybernetic enhancements.
69 Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Survival d4 Pace: 8; Parry: 6; Toughness: 11 (2) Gear: NG-L5 Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2), vibro-sword (Str+d10, AP 4, Mega Damage). Special Abilities: Armor +2: Brodkil have armored hides. Bite/Claws: Str+d6. Fear: All demons cause Fear checks when first encountered. Infernal Form: Immune to normal fire, heat, and cold (but affected by Mega Damage sources); immune to disease and poisons. Infravision: Brodkil halve the penalties for Dark lighting against living targets. Invisibility: As the power, but used at will without a roll (at the base −4 level). Brodkil use this to ambush foes, but rarely remain invisible once combat is underway, instead relying on their horrific presence to unnerve foes. Size +2: Brodkil are significantly taller a nd tougher than the average human. Slow Regeneration: Brodkil gain a natural healing roll once per day. Wea k ness (Holy Weapons): As demons, Brodkil take +4 damage from holy attacks and weapons. BRODKIL WITH CYBERNETICS Use the above, with the following adjustments: Increase Strength to d12+2 (cybernetic arms). Add +2 for all Notice checks and Shooting rolls (cybernetic eye). Add +4 M.D.C Armor (plating). Add +2 Pace and increase the run die to d8 (cybernetic legs) or +1 Action at no multiaction penalty (extra cybernetic arm). Remove the invisibility Special Ability.
70 E BRODKIL LEADER A far more dangerous customer is the brodkil strong and vicious enough to control a pack of his own kind. He is festooned with cybernetics and a truly frightening opponent. Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+4, Vigor d12 Skills: Fighting d12, Knowledge (Battle) d8, Intimidation d10, Notice d6, Repair d4, Shooting d10, Stealth d6, Survival d6 Cha: −4; Pace: 8; Parry: 8; Toughness: 16 (6) Hindrances: Bloodthirsty, Greedy Edges: Berserk, Charge, Improved Sweep Gear: Heavy plasma ejector (Range 30/60/120, Damage 3d10+3, RoF 1, Mega Damage), L-20 Pulse Laser Rifle (Range 25/50/100, Damage 3d6+1, RoF 4, AP 2). Cybernetics: Armor Plating (+4 M.D.C.), Extra Arms (+1 Action, no multi-action penalty), Optics + Targeting Eye (+2 all sight-based Notice checks and Shooting rolls), Built-In Chain Sword (Str+2d8, AP 2, Mega Damage). Special Abilities: Armor+2: Brodkil have a thick armored hide. Fear: Brodkil leaders are even more terrifying, causing Fear checks at −2. Infernal Form: Immune to normal fire, heat, and cold (still affected by Mega Damage sources); immune to disease and poisons. Infravision: All Brodkil halve penalties for Dark lighting against living targets. Size +2: Brodkil are significantly taller and tougher than the average human. Slow Regeneration: This is what makes brodkil such good candidates for cybernetics, granting them a natural healing roll once per day. Weakness (Holy Weapons): As demons, Brodkil take +4 damage from holy attacks and weapons. Dragon Cosmic powerhouses of immense supernatural might, dragons are drawn to Rifts Earth in droves thanks to the unlimited sources of nourishment provided by ley lines and Rifts. Some dragons are benevolent protectors, some are self-interested loners, and more than a few seek power through sheer terror or even outright worship from “lesser” beings. Even very young dragons—called Hatchlings—are forces to be reckoned with. They know very little of the world or how to live in it, only hours from their birth, but they are experts with their natural abilities and capable of at least moderately intelligent discourse. For reasons not entirely understood, Hatchlings emerge from their shells alone, and they tend to imprint upon the first sentient beings they encounter, adopting the social and ethical mores of those beings over time. There are many species of dragons, but the most famous are the fire-breathing types below. They have red scales (although a wide range of red is possible); long, sinewy bodies; massive wings; and a long, serpentine, prehensile tail. Of course, this is in their natural form, and dragons are quite fond of using their Metamorphosis ability to look like the humans or D-Bees they enjoy spending time with (either as friends, or in order to study their prey). FLAME WIND DRAGON (HATCHLING) Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d8, Psionics d6, Shooting d8 Cha: 0; Pace: 8; Parry: 6; Toughness: 35 (16) Edges: Arcane Background (Psionics), Frenzy, Linguist Powers: Beast friend, detect/conceal arcana, healing, succor, telepathy. ISP: 20 Special Abilities: Armored Hide*: The hatchling has +16 M.D.C. Armor with +6 Toughness. Claws/Bite*: Str+3d6, AP 4, Mega Damage. Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him. Fire Breath*: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an
71 Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage. Flight*: The Hatchling has a Flying Pace of 12” and Climb 0. Impervious to Fire: No fire or heat of any kind—natural or magical, environmental or as an attack—harms a Flame Wind Dragon. Infravision: Dragons halve penalties for Dark lighting against living targets (round down). Inherently Magical: Hatchlings have a natural pool of 10 PPE and can use any Techno-Wizard devices. A dragon who takes an Arcane Background adds their starting PPE to any gained from the Edge. When taking the Power Points Edge, he gains +10 PPE instead of +5. Large: When in his natural form, the Dragon Hatchling is +2 to be hit by attacks. Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form. Nigh-Immortality: Unless killed through violence or other means, dragons live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are also immune to normal poisons and diseases. Size +6*: In their natural forms, Dragon Hatchlings are usually 15–20 feet from snout to tail-tip, and weigh up to 7 tons.. Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day. Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2” long by 4” wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage). FLAME WIND DRAGON (YOUNG ADULT) Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+8, Vigor d12 Skills: Fighting d10, Intimidation d10, Investigation d8, Knowledge (Arcana) d10, Knowledge (History) d8, Knowledge (Megaverse®) d8, Notice d10, Persuasion d8, Psionics d10, Shooting d10, Spellcasting d10, Stealth d8, Streetwise d6, Taunt d8, Tracking d6 Cha: +2; Pace: 8; Parry: 7; Toughness: 44 (20) Edges: Alertness, Arcane Background (Magic), Arcane Background (Psionics), Brave, Charismatic, Elan, First Strike, Improved Frenzy, Improved Level Headed, Jack-of-All-Trades, Linguist, Master of Magic, Mentalist, Strong Willed, Wizard Powers (Magic): Armor, banish, barrier, blast, boost/lower Trait, deflection, dispel, entangle, environmental protection, light/ obscure, intangibility, quickness, slumber, speak language. PPE: 30 Powers (Psionic): Beast friend, confusion, detect/conceal arcana, healing, mind reading, puppet, succor, telekinesis, telepathy. ISP: 20 Special Abilities: Armored Hide*: The dragon has +20 M.D.C. Armor with +8 Toughness. Claws/Bite*: Str+3d8, AP 8, Mega Damage. Fast Regeneration: Dragons make a natural healing roll every round; +2 to recover from Shaken. Fear (−2): In his natural form, an adult dragon is a terrifying creature to most folks, who must make a Fear check at −2 when first seeing him. Fire Breath: Flame Wind Dragons can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
72 Flaming Scales: Flame Wind Dragons can immolate themselves, their scales alight with terrible fire. The fire acts like a damage field, but it does 3d6 Mega Damage. Dragons can maintain such a field indefinitely. Flight: The dragon has a Flying Pace of 24” and Climb 0. Huge: When in his natural form, the dragon is +4 to be hit by attacks. Impervious to Fire: No fire or heat of any kind—natural or magical, environmental or an attack—harms a Flame Wind Dragon. Low Light Vision: Dragons can develop strong night vision, which enables them to ignore penalties for Dim and Dark conditions. Metamorphosis: The dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains most of his own abilities except those only usable in dragon form (Armored Hide, Claws/Bite, Fear, Fire Breath, Flaming Scales, Tail Lash). Only gear carried in humanoid form is assumed into any new shape. Any other objects are dropped when transforming to a new body. Nigh-Immortality: Unless killed through violence or other means, dragons live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are also immune to normal poisons and diseases. Size +8: In their natural forms, adult dragons are 40–50 feet from snout to tail-tip, and weigh up to 15 tons. Teleportation: Dragons can use the teleport power, rolling their Spirit for the check and drawing on their PPE to fuel the attempt. This doesn’t count as casting a spell for the round. Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2” long by 4” wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage). Fury Beetle Most monsters encountered on Rifts Earth are named locally based on their appearance and behavior. The Fury Beetle is a classic example of this: it looks at least somewhat beetle-ish (if a beetle were 10 feet tall and 20 feet long!) and moves like an insect. Agitated or in battle, a Fury Beetle skitters around rapidly, emitting a horrible wailing noise. Though not normally aggressive, Fury Beetles are easily startled and lash out at anything that disturbs them. The “fury” part of their name comes from their determination to fight to the death, unless an opponent flees—or “plays dead,” which has been known to work in a number of encounters. Despite their armored hide (which many hunters use to make effective armor) and many legs, Fury Beetles are more animal than insect, and have been hunted and even domesticated in some places as a food source. The Simvan (page 75) favor Fury Beetles as riding animals, a practice other cavalryoriented nomads have adopted as well. Wild Fury Beetles are most likely a challenge for anyone who stumbles across them, whether the beetle is hunting for food—they are omnivores—or protecting its domain. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+7, Vigor d12+2 Skills: Fighting d8, Notice d8 Pace: 12; Parry: 6; Toughness: 25 (12) Edges: Alertness, Charge, Frenzy Special Abilities: Armored Shell: Fury Beetles have +12 M.D.C. Armor and +2 Toughness. Claws/Bite: Str+2d8, AP 8, Mega Damage. The Fury Beetle can gut a Glitter Boy. Full-Spectrum Vision: Able to see in the infared and ultraviolent spectrums, as well as sense thermal patterns and possessed of full night vision, the Fury Beetle ignores all Illumination penalties. Large: Fury Beetles make big targets and are +2 to be hit. Psionic Senses: Fury Beetles have natural psionic sensory gifts. They can
73 make a Notice check to psychically find water, and are also able to sense any arcane or psionic energies. Rapid Movement: All those legs give the Fury Beetle exceptional Pace, with a d10 Run die. Size +4: Fury Beetles grow up to 20 feet long and half that in height. Slow Regeneration: These creatures gain a natural healing roll once per day and can regenerate lost limbs over time. E Gargoyle Sub-demons from a hellish dimension, the gargoyles predominantly settled in Europe where they clash constantly with the New German Republic and its major corporate benefactor, Triax Industries. However, plenty of gargoyles can be found in North America, especially since the Coalition’s war against (and total destruction of) Tolkeen. The sorcerers of the besieged magic kingdom called forth any supernatural entities they could lure to battle, and gargoyles by the many thousands responded. In the aftermath of the war, gargoyles can be found in great numbers in the Federation of Magic, happily serving Lord Dunscon and his fellow mages. Many others wander the lands, preying on anyone they perceive as weaker or in possession of things they desire. Gargoyles have developed a decided appreciation of technology, especially where weapons are concerned. As well, they consider most humans and humanoid D-Bees to be fine eating. While there are a number of sub-species, the typical gargoyle stands around 12’ to 15’ tall, is powerfully muscular and tough, and has an enormous bat-like wingspan. Though reptilian in appearance and hatched from eggs, gargoyles are actually warm-blooded. They have huge beaklike maws with sharp fangs, glowing yellow eyes, and skin tones ranging from dark green to gray. Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d10 Skills: Fighting d8, Intimidation d6, Notice d8, Shooting d6, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 21 (9) Gear: Usually none. One in five encountered has one of the following: TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1–3d8, RoF 3), NG-E4A Heavy Plasma Ejector (Range 30/60/120, Damage 3d10+3, RoF 1, Mega Damage), mini rail gun (Range 75/150/300, Damage 2d8+4, RoF 4, AP 6, Mega Damage), impact maul (Str+1d8+1d6). Special Abilities: Armored Hide: Gargoyles have +9 Armor and +2 Toughness. Claws: Str+2d6, AP 6. Fear: Even lesser, relatively common demons cause Fear checks when first encountered. Flight: The gargoyle’s wings give him flight at Pace 12 with a d8 run die and Climb 0. Size +3: Tall and powerfully built, gargoyles weigh around 1,500 pounds. Slow Regeneration: An injured gargoyle heals on his own, gaining a natural healing roll once per day. Superior Vision: Gargoyles enjoy +2 to all vision-based Notice checks and have low light vision (ignoring penalties for Dim and Dark conditions). Tail: The gargoyle’s tail, while not fully prehensile, can still pack a solid wallop of Str+d4, and the attack doesn’t inflict a multi-action penalty. Neuron Beast One ton, 20 feet tall, possessing four arms and well over a dozen tentacles beneath a spiky, horrific body, the Neuron Beast (so named for its similarity a cluster of human nerve endings) is another alien demon to plague humanity and civilization since the first days of the Rifts. Psychic vampires who feed on strong emotion, most Neuron Beasts are not only drawn to conflict, they actively manipulate situations and beings to create and promote conflict. Though capable of engaging in direct combat, Neuron Beasts much prefer to hover nearby, soaking in the psychic energies generated when two or more factions engage in an argument or battle engineered by their efforts. Not every Neuron Beast is evil, but most regard humans and D-Bees as lesser beings best used to their purposes. Their demonic origins mean Cyber-Knights
74 and others with the Champion Edge enjoy bonuses when fighting them. Since the fall of Tolkeen, many Neuron Beasts made their way into the Magic Zone and now work with Lord Dunscon. Many others wander the lands, looking for people or factions to manipulate, posing as mighty demon lords or godlings ready to grant wishes for the services they seek. If forced into combat, they have considerable arcane and psionic might, as well as all those arms and tentacles. Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+1, Vigor d10 Skills: Fighting d8, Intimidation d12, Investigation d8, Knowledge (Arcana) d10, Knowledge (History) d8, Knowledge (Megaverse®) d10, Knowledge (Science) d8, Notice d10, Persuasion d10, Psionics d12, Spellcasting d12, Stealth d8, Taunt d10 Cha: +2; Pace: 8; Parry: 6; Toughness: 25 (17) Edges: Alertness, Arcane Background (Magic), Arcane Background (Psionics), Improved First Strike, Improved Level Headed, Jack-of-All-Trades, Linguist, Major Psionic, Master of Magic, Mentalist, Psi-Blade, Sixth Sense, Scholar (Arcana, Megaverse®), Strong Willed, Wizard Powers (Magic): Armor, barrier, blast, bolt, boost/lower Trait, burst, dispel, entangle, environmental protection, light/obscure, intangibility, invisibility, slumber, speak language. PPE: 40 Powers (Psionic): confusion, darksight, deflection, detect/conceal arcana, healing, mind reading, puppet, smite, stun, telekinesis, telepathy. ISP: 40 Special Abilities: Claws/Tentacles: Str+2d6, AP 10. The talons on a Neuron Beast’s hands and the spikes on its tentacles are strong and sharp. Fear: One of these beasts can send folks running, invoking a Fear check when first encountered. This is why most try to use stealth and telepathy to interact from hiding. Flight: These creatures naturally hover, able to fly at their Pace. Four Arms: This monster suffers no off-hand penalties and can make up to four attacks a round at no penalty. It can summon a Psi-Blade for each hand. Immunities: Neuron Beasts are immune to natural flames and heat sources (though magical or psionic sources still harm them). They are also immune to disease. Monstrous Hide: Neuron Beasts have +12 Armor and +3 Toughness. Size +5: Neuron Beasts are huge and formidable-looking. Slow Regeneration: These creatures gaining a natural healing roll once per day, and can regenerate lost limbs. Tentacles: A Neuron Beast has many tentacles, which can be used in place of or in addition to its arms for attacks on a round. When a target is struck by a tentacle (Shaken or wounded), she must make a Vigor check against Paralysis on the Poison Effects Table (Savage Worlds). Weakness: These creatures suffer +2 damage from cold-based attacks, and −2 to resist other cold effects (such as on Fatigue checks against extreme cold). Rhino-Buffalo It’s easy to see how this Rift-delivered beast got its name, as it certainly looks like a gargantuan buffalo and a giant rhinoceros managed to breed true and create a devastating predator. A favored prey is dinosaurs, which should tell the wary traveler something about how wide a berth to give a Rhino-Buffalo. As apex predators, the creatures rarely travel in groups larger than four, and most are solitary. Rhino-Buffalos range from 18–25 feet in height, and up to 40 feet long, weighing multiple tons! More than one robot pilot has reported being charged by one of these monsters, clearly looking to answer a challenge or acquire food. Rhino-Buffalos are another favored mount for Simvan Monster Riders (see below). Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+6, Vigor d12 Skills: Climbing d8, Fighting d8, Notice d8, Tracking d6 Pace: 12; Parry: 6; Toughness: 35 (18) Edges: Charge, Fleet-Footed, Frenzy, Sweep
75 Special Abilities: Armored Hide: These beasts have +18 Armor and +3 Toughness. Claws/Bite: Str+2d6, AP 12, Mega Damage. A Rhino-Buffalo can gut a giant robot. Gore: When Rhino-Buffalos move at least 6” before attacking, they add +4 to their damage. Hardy: Some believe these beasts are too ornery to know when to quit; they don’t suffer additional wounds from being Shaken more than once. Large: Rhino-Buffalos make big targets and are +2 to be hit. Leap: Their powerful legs allow RhinoBuffalos to leap up to 6”! Size +6: Rhino-Buffalos are large enough to treat dinosaurs as their favored prey! Simvan Monster Rider Originally arrived through the infamous Calgary Rift, the nomadic Simvan are a race of D-Bees who, by and large, see only themselves as worthy of respect and life. Most other beings—humans, D-Bees, supernatural entities, and so forth— tend to be rivals, enemies, and prey. There are plenty of exceptions, in the form of Simvan who understand more about the world they’ve come to inhabit. A few tribes trade with non-Simvan communities for technology and other items they need or want. However, the population overall is aggressive, sometimes to the point of brutality, with other societies and people. The fact that humans and humanoids make fine meals to the cannibalistic Simvan doesn’t help matters at all. They are known far and wide as the Simvan Monster Riders due to their preternatural ability to capture, tame, and ride creatures considered dangerous and monstrous by others. In fact, perilous challenges are a daily goal for most Simvan, who revel in and excel at combat, hunting, and living as one with the land around them. Natural cavalry warriors, the Simvan Monster Hunters use exceptional tactics to challenge enemies far greater in number and technological capacity. Simvan Monster Riders are almost never encountered without their mounts, all of which are dangerous in their own right. Simvan often raid communities distant from their own, and they particularly enjoy attacking groups of mercenaries or well-equipped travelers who have the kinds of weapons and armor they like. In addition to the Fury Beetle (page 72) and the Rhino-Buffalo (page 74), the Ostrosaurus is a favorite mount—in fact, it’s the most common monster the Simvan train and ride.
76 Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Climbing d6, Fighting d8, Healing d6, Intimidation d6, Notice d6, Psionics d6, Riding d10, Shooting d8, Stealth d6, Survival d6, Swimming d6, Tracking d6 Pace: 6; Parry: 6; Toughness: 11 (5) Edges: Alertness, Arcane Background (Psionics), Beast Bond, Beast Master, Woodsman Gear: Huntsman Armor (+5), NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4), vibrosword (Str+d10, AP 4, Mega Damage), weapons and hunting gear. Powers: Beast friend, clairvoyance, detect/ conceal arcana, healing, greater healing, succor, telepathy. ISP: 20 Special Abilities: Instinct Over Intellect: Simvan prefer to act on their instincts rather than think things through. Intellectual pursuits are not common for them. They suffer a −1 penalty to Smarts rolls. Low Light Vision: Simvan ignore lighting penalties for Dim and Dark conditions. Monstrous Beast Affinity: Simvan have a natural affinity for large creatures. When using the beast friend power, they pay half the cost for a creature’s Size (effectively 1 ISP per +1 Size). Additionally, they may take a larger-than-normal creature with their Beast Master Edge as a mount (see the list above of common riding animals). Ostrosaurus Similar to terrestrial dinosaurs, the Ostrosaurus stands 12–15 feet tall on its powerful hind legs, with a similar stance as that of a T-Rex. Its arms, however, are considerably longer and more useful. Ostrosauruses are carnivorous, aggressive predators, with impressive animal intellect and high speed, which is why the Simvan love them as mounts. Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d10 Skills: Climbing d6, Fighting d8, Notice d8, Tracking d6 Pace: 10; Parry: 6; Toughness: 22 (10) Edges: Alertness, Fleet Footed Special Abilities: Armored Hide: An Ostrosaurus has +10 Armor and +2 Toughness. Claws/Bite: Str+2d6, AP 6, Mega Damage. Leap: An Ostrosaurus can leap up to 3” with a rider, or 4” unburdened. Size +3: These creatures are large and powerful. Thornhead Demon Wicked, cruel, and territorial, a Thornhead Demon is a terrible thing to encounter in the wilderness. Though not brilliant by any stretch, these creatures are sentient and capable of negotiating with those unfortunate enough to pass within their domain—which is usually marked with corpses and skeletons hung from trees or poles. Sufficient amounts of alcohol have been used to buy a group’s way out of a fight, though usually the Thornhead Demon demands something (or someone) to eat. Thornhead Demons are 12 feet of supernatural evil, with a horrifying face full of spiky teeth, gargantuan antlers, four glowing eyes, and spikes and muscles all over. Their most terrifying feature may be the two serpent-like tentacles extending out from either side of their mouths; each of these things has its own set of vicious teeth and seems to move of its own will. Like most demonic beings, Thornheads enjoy dominance over what they see as lesser beings. More than a few villages and communities have found themselves forced to “worship” a Thornhead Demon, providing sacrifices of living things and precious items as tribute. The demons hoard anything deemed of value to others, even when such things are basically useless to the monster. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+3, Vigor d12 Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Spellcasting d8, Stealth d6, Survival d6, Tracking d6 Pace: 8; Parry: 7; Toughness: 14 (4) Edges: Alertness, Arcane Background (Magic), Fleet-Footed, Improved Frenzy, Master of Magic
77 Powers: Banish, blast, bolt, dispel, environmental protection, fear, flight, invisibility, puppet, speak language, zombie. PPE: 25 Special Abilities: Armor +4: Thornhead Demons have a tough, armored hide. Claws/Antlers: Str+d6. Fear: A terrifying demon, the Thornhead causes any who encounters it to make a Fear check. Immunities: Thornheads are immune to all natural flames and sources of heat or cold (although magical or psionic sources still harm them). Low Light Vision: These creatures ignore penalties for Dim and Dark lighting conditions. Metamorphosis: At will, a Thornhead can shape change into any normal insect native to the area it resides in (such as a beetle, wasp, or centipede). Size +2: Thornhead Demons tower over most beings. Slow Regeneration: Thornheads get better over time if left alive, making a natural healing roll once a day. Tentacles: Each of the two serpent-like mouth tentacles acts independently, attacking and casting spells without causing the Thornhead any multiaction penalties. They have Reach 1, bite for Str+d4 damage (using the demon’s Strength), and can use the following powers with the Thornhead’s Spellcasting roll—blind, confusion, drain Power Points, slumber. These powers draw from the demon’s PPE. Wild Vampire The vampires of Rifts Earth represent both the classic notion of vampires from myth and history, as well as a strange, devastating alien threat. The origins of the vampire “curse” are found across the dimensions, unknown to all but a few experts and scholars. A race of incredibly powerful arcane monstrosities reach out to corrupt and evil beings, offer them eternal life and power, and a master vampire is born. From there, the mystical disease is intentionally spread until an army of undead, bloodsucking monsters is created… Thanks to extensive efforts on the border with Mexico, vampires are fairly rare in North America. Unfortunately, they’re being created by the thousands, and those known as wild vampires (by far the most numerous) are encountered with increasing frequency in recent months. Unsurprisingly, vampires willing to toe the line are welcome in Lord Dunscon’s ever-growing army in the Federation. Wild vampires are gaunt, horrific parodies of humanity, with extended jaws full of fangs and sharp teeth. Their skin is stretched and pale, their eyes dramatically sunken and bugged-out, and they reek of rotten meat and worse. They speak rarely, snarling and howling as they lope along, and go berserk at the slightest provocation. They delight in causing pain, and while atavistic in nature, they can be cunning and enact plans going beyond mere hunting and feeding. Some retain just enough presence of mind to take leadership of a pack, and if there’s any talking to do, it’s with such a leader. Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10 Skills: Climbing d8, Fighting d10, Intimidation d6, Notice d6, Psionics d6, Stealth d8, Survival d4, Tracking d8 Pace: 8; Parry: 7; Toughness: 9 Edges: Arcane Background (Psionics), FleetFooted Gear: Random melee weapons (Str+d8). Powers: Detect/conceal arcana, mind reading, puppet, slumber. ISP: 10 Special Abilities: Bite: Str+d6. Following a successful grapple, a wild vampire can bite a victim. If a target is Shaken or wounded by this attack, they must make a Vigor check to resist suffering Fatigue as well. Change Form: As an action, a vampire can shape change into a wolf or bat with a Smarts roll. Changing back into humanoid form requires another action and Smarts roll. Claws: Str+d4. Fast Regeneration: Vampires make a Vigor roll every round to heal damage— even after being “killed.” A success heals one wound, two with a raise. Certain Weaknesses (below) bypass this ability.
78 Immunities: Vampires are immortal and ignore poison, disease, fire, cold, radiation, and virtually all other sources of mundane damage or negative effects. They need no food or water (only blood, the lack of which drives them insane). Invulnerable: Vampires can only be Shaken by most attacks, including those that do Mega Damage. Mist Form: Wild vampires can turn into mist with an action and a Smarts roll at −2. Wild vampires rarely do this. Perfect Night Vision: Vampires ignore Illumination penalties up to −6. Thrall: A target Incapacitated by the bite attack of a vampire is under its control (if she is not outright killed, which is usually the case for wild vampires). This is like being permanently under the puppet power, and remains in effect until the controlling vampire is destroyed. Turn: Instead of creating a thrall, the vampire can turn a victim of its bite. When a wild vampire attempts to create a new vampire, the victim makes a Vigor check after being Incapacitated (either by the damage or Fatigue); the roll is made with all the penalties appropriate to damage done and Fatigue inflicted. On a failure, the victim dies. On a success, the victim makes a Spirit roll at the same penalty. Failure means she is now a wild vampire; success means she somehow resists and is still alive. Undead: +2 Toughness; +2 to recover from Shaken; called shots do no extra damage (with exceptions noted below). Weakness (Decapitation and Burning): Once a vampire is Incapacitated (via a wooden stake or silver bullet, for example), it is vulnerable to normal damage and fire. Its head must be removed, and the head and body must be burned in separate pyres, after which the ashes must be scattered. Weakness (Garlic and Wolf’s Bane): A vampire must make a Spirit check to cross a threshold protected by these herbs, and the attack roll is made at −2 to bite anyone wearing either. Weakness (Holy Symbols): Holy symbols of Christianity (or any religion where good is revered over evil) can hold a vampire at bay; the vampire must beat the wielder in an opposed Spirit check. With a successful Touch Attack (Fighting +2), the holy symbol causes 1d10 fire damage to the vampire. Weakness (Magic and Psionics): Vampires can be affected by magic and psionics, though damaging powers must do Mega Damage to actually harm a vampire. Vampires cannot be destroyed by magic or psionics, however (unless the power has a component that otherwise fulfills the requirement, such as water, sunlight, or silver Trappings). Magic weapons can damage a vampire, but have the same restrictions as above. Weakness (Silver and Wood): Vampires suffer +4 damage from purely wooden or silver weapons, or combinations of the two (including stakes, arrows, spears, bullets, etc.). A called shot to the heart (−4) forces a vampire to make a Vigor check against the damage total. If successful, it suffers damage normally; if it fails, it is Incapacitated and is vulnerable to all normal weapons and sources of damage. It is not destroyed, however, and requires decapitation and burning to be eliminated permanently. Weakness (Sunlight): Vampires catch fire if any part of them is exposed to sunlight (clothing and armor do not help; the vampire must be within a solid, enclosed structure). They burn for 2d10 damage every round until they are turned to ash (or somehow manage to get under cover again). None of their powers work while they burn. As well, vampires suffer an automatic level of Fatigue during daylight hours. Weakness (Vampires): Vampires can be hurt by other vampires’ natural attacks. Weakness (Water): Water can damage and destroy a vampire. Small sources (a bucket, a squirt gun) do 1d10 damage. Larger sources (a hose, a “super soaker”) do 2d10. Immersing the vampire or using a very large water source (stream, lake, fire hose) causes 3d10 damage.
79 Holy water (blessed by a priest or practitioner of a spiritual path) does +4 damage. A vampire Incapacitated this way is destroyed. Witchling Supernaturally evil creatures of magic, Witchlings are truly malevolent beings who crave two things: personal power and the suffering of others. Witchlings belie the usual assumption that monsters, demons, and other supernaturally evil beings prefer solitude; they actually enjoy working with others for a greater common cause. Many Witchlings serve Lord Dunscon and his Federation of Magic for this reason. Grotesque, hag-like creatures in disheveled tatters and rags, Witchlings have scaly gray skin, tiny black eyes, and vaguely elfin ears. They have no legs, floating above the ground instead. Witchlings are cunning, treacherous, and fond of inflicting pain and suffering. They are disinclined to fight to the death, preferring to run away and plot revenge, or simply find a better opportunity. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8 Skills: Fighting d6, Intimidation d10, Knowledge (Arcana) d8, Notice d10, Spellcasting d10, Stealth d10, Streetwise d6, Survival d6 Pace: 8; Parry: 5; Toughness: 6 Edges: Arcane Background (Magic), Improved Extraction, Master of Magic, Wizard Powers: Bolt, boost/lower Trait, burst, clairvoyance, confusion, darksight, detect/ conceal arcana, entangle, greater healing, growth/shrink, healing, light/obscure, pummel, puppet, slumber, telekinesis. PPE: 40 Special Abilities: Fear: Terrifying and ugly. Any who encounter them to make a Fear check. Flight: Witchlings can hover and fly in any direction at their Pace. Immunities: Witchlings are immune to normal fire, heat, and cold (they suffer normal damage and effects from supernatural sources). They are also immune to poison and disease. Invisibility: As the invisibility power, but at will and for no PPE cost, using Stealth as the skill roll. Ley Line Transmission: Per the Ley Line Walker’s ability (see The Tomorrow Legion Player’s Guide). Slow Regenerations: Witchlings make a natural healing roll once per day. Speak Languages: As the speak language power, but an innate ability that only works on themselves. Xiticix The insectoid race called the Xiticix is one of the great dangers to all other beings in the world. Some believe them to be the greatest danger to life and civilization the world has ever known, possibly fulfilling a rather famous Doomsday Prophecy—potentially naming them as them as the Seventh Demon and the Fourth Danger. Erupting from a Rift almost 300 years ago, during the Dark Ages, a horde of these “Bug Men” set up one, then many Hivelands in the remote regions of Minnesota and Manitoba. Wherever they settled, the very terrain rapidly transformed into an alien landscape inherently hostile to anything not Xiticix. Worse, they’re expanding at a geometric rate, and expert scientists are convinced they will be unstoppable within 10–20 years if a massive effort to cull them isn’t undertaken soon. Though they are most threatening far north of the region where the Tomorrow Legion operates, warrior scouts are frequently sent across the continent in search of likely places to establish new colonies. The wilderness offers easy opportunities to establish a hive and place a queen, which could easily spell the end of all life in the area if such activities aren’t spotted and stopped. The two types of Xiticix likely encountered in such parties are Hunters and Warriors. Both are humanoid in structure, though with wings and extra limbs. as well as alien insect heads with multiple large, multifaceted eyes. Warriors are gray in color, while Hunters are green. All Xiticix have low-level inherent psionic ability, enabling them to wield most Techno-Wizard items (including special ones created by their queens).
80 XITICIX HUNTER Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d10, Stealth d10, Survival d8, Tracking d8 Pace: 6; Parry: 6; Toughness: 10 (4) Edges: Alertness, Ambidextrous, Danger Sense, Extraction, Two-Fisted, Woodsman Gear: 2× Xiticix hooked short swords (Str+d6, AP 1, Mega Damage), TK Rifle (Range 40/80/160, Damage 3d6, Mega Damage). Special Abilities: Acid Spit: Range 3/6/12, Damage 2d4, AP 6, Mega Damage. Most Xiticix can spit a glob of acid capable of eating through heavy armor. They use their Shooting skill. The acid continues to damage whatever it hits for 1d6 rounds, unless it’s removed by some means (salt water is an effective neutralizer). Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. Armor +4: Hunters have tough exoskeletons. Death Scent: When a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! Extraordinary Senses: Xiticix Hunters gain a +4 to Notice and Tracking rolls. Flight: Xiticix fly at Pace 12 with a d10 run die. Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolent and infared ranges, allowing the creature to ignore Dim and Dark penalties. Marking Spray: Hunters seek out those who channel PPE in some fashion, as they are valuable to the hive. Xiticix use beings strong in PPE to create a special sludge that accelerates the growth of their young. To tag a potential target, the Hunter makes a Shooting roll (Range 4/8/16); on a success, no damage is done, but the target is now detectable by other Xiticix and can be tracked by them from two miles away. It takes two weeks to wear off, unless an alchemist, herbalist, or someone very knowledgeable helps the target wash it off. Natural Camouflage: Hunters can alter their color schemes to fit their backgrounds, granting them +2 on all Stealth checks. Psychic Senses: Hunters can make a Notice check to sense PPE and supernatural entities.
81 Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. Trail Scent: Xiticix leave a mild scent trail that is easily followed by others of their kind. Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. XITICIX WARRIOR Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10 Skills: Fighting d10, Notice d6, Shooting d10, Stealth d6, Survival d4, Tracking d6 Pace: 6; Parry: 7; Toughness: 13 (6) Edges: Alertness, Ambidextrous, Danger Sense, First Strike, Improved Frenzy, Steady Hands, Two-Fisted Gear: 2× Xiticix long swords (Str+d8, AP 1, Mega Damage), Xiticix spear (Str+d6, AP 2, Mega Damage, Reach 1”), 2× resin spike guns (Range 20/40/80, Damage 2d6+1, RoF 3, AP 3). Special Abilities: Acid Spit: Range 3/6/12, Damage 2d4, AP 6, Mega Damage. Most Xiticix can spit a glob of acid capable of eating through heavy armor. They use their Shooting skill. The acid continues to damage whatever it hits for 1d6 rounds, unless it’s removed by some means (salt water is an effective neutralizer). Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. Armor +6: Tough exoskeleton. Bite: Str+d4, AP 2. If the target is at least Shaken, he must make a Vigor check against Venomous poison (see the Poison Effects Table, Savage Worlds). Death Scent: When a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! Extraordinary Senses: Xiticix Warriors gain a +2 to all Notice and Tracking rolls. Flight: Pace 12, d10 run die, Climb 0. Four Arms: Warriors can use all four of their arms in combat with no multiaction penalty. Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolent and infared ranges, allowing the creature to ignore Dim and Dark penalties. Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. Trail Scent: Xiticix leave a mild scent trail that is easily followed by others of their kind. Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. Savage Tale: Amok Harry Mayborn III wanted to be a TechnoWizard. He loved technology and gadgets, was great at working on the cars and tractors around his home town, and even built a pretty sweet computer from spare parts. He wanted to take his natural arcane gifts and apply them to his passion. It was not to be, however, for Harry’s father was a Shifter, as was his father before him. So Harry took up the study and practice of tearing holes in quantum space and yanking extradimensional beings from their homes to serve at his command. He has no passion for it, but he did well enough in his core studies that his father declared him a Shifter and bade him go into the world and, “Do something with your profound, hereditary gifts!” Harry wandered for a while, never once really practicing his true gifts and getting by on his other magic abilities and knowledge. However, the fateful day came when someone recognized the name Harry Mayborn and insisted on hiring the young Shifter of such a prestigious family line to summon a particular demon, Rozarre the
82 Rancorous. She’d had previous dealings with the demon in question and was keen to renew her acquaintance, her family having fallen on hard times due to debts owed to Stormspire. Harry had never before summoned a greater demon. Certainly, he knew the process well enough, but this wasn’t something he was comfortable with. He’d always managed to forestall his father’s requests to call forth a being of terrible supernatural evil by, instead, showing off his ability to bring other interesting beings from other realms. Harry’s mother intervened and ultimately kept her son from that onerous task, but the Lady Gabriene was having none of it. Unless he was prepared to answer to his father for failing to live up to the family’s reputation… DEMON HUNTERS A large troupe of demons are amok in an area protected by the Tomorrow Legion, and someone needs to deal with them. The team is dispatched eastward from Castle Refuge to the area where reports last placed them, with the mission to track and destroy the monsters. Two destroyed villages later, the heroes are on the trail of the beasts, and ultimately, they come upon a third community under attack. Grotesque, bat-winged demons are tearing the place apart, accompanied by some Brodkil who’ve decided to join the fun. Lesser Demons (4): See page 90. Brodkil (6): See page 68. One or two have cybernetics. ENTER HARRY Near the end of the fight, magical help comes from an unexpected source as Harry steps in and banishes one of the Lesser Demons. He helps the heroes fight whatever monsters are left, and asks to talk to them when the battle is over. Cyber-Knights or other characters with supernatural senses can tell Harry has residual demonic “taint” on his aura, though he doesn’t read as fully supernatural evil.
83 “Yes, I am the one responsible for the demons— well, the bat-winged ones, anyway. Not sure where the Brodkil came from, unless he’s recruiting…oh, dear.” Harry comes across as someone in over his head, and very unhappy about circumstances as they are. He won’t lie, but he’s hoping to minimize how bad he looks to these people— he’s very much afraid they’re going to kill him when they discover what he’s done. “You see, I’m a Shifter, and I was hired to summon a specific demon lord for this lady who claimed to have the requisite means to bind him. She did not, however, and neither did I, so…look, I am really very sorry about this, I never meant to get this far down my father’s path. I just wanted to make a little money, try not to embarrass him too much. I just…look, I want to help, OK?” Assuming the party hears him out, Harry explains Rozarre the Rancorous is a particularly powerful demon of the classic variety, with the unfortunate ability to summon Lesser Demons under his dominion. He can only summon a few each day, but if he’s not stopped, he’ll soon have an army of unspeakable power to command. Rozarre is exceptionally tough, and promises to be extremely difficult to put down— among other things, being invulnerable to non-magical weaponry. However, Harry managed to extract (he won’t say how) some important information from Lady Gabriene, and he believes he can banish Rozarre if the heroes help him get near enough. If the heroes agree to this plan, the next step is to find Rozarre the Rancorous and get Harry within 10” of the demon lord (the range for his banish spell). Because of what he learned from Gabriene, he only needs a simple success on the opposed roll against Rozarre’s Spirit to send the Greater Demon away, which also banishes any remaining Lesser Demons. Although Harry should come off as somewhat sympathetic, suspicions about him and his capabilities are more than reasonable. He summoned the demon in the first place, and it’s clear he didn’t think through the consequences. He wants to get things under control, but altruism is only a part of the picture. The truth is, he’s far more concerned about his reputation and what his father will think of him for his failure. ROZARRE THE RANCOROUS The gigantic leather-winged demon called Rozarre the Rancorous leaves a path of flaming destruction nearly impossible to miss, leading any who would dare to follow him to Tiptonville, Tennessee. There, he’s gathered a small but growing army of his own Lesser Demons, along with a couple of Daemonix and some Gargoyles who seek to join his new kingdom. Rozarre has many plans for this new world, where he expects to be worshipped and feared! The local population has fled, is in hiding, or is already dead at the monsters’ hands. A running battle pits the firepower and gifts of the heroes (who may be trying to keep Harry alive as they fight) against a swarm of supernatural monsters Hell-bent on destroying them before they reach Rozarre. Give Harry to one of the players to run for the combat as an ally. Treat him as a Wild Card with two Bennies. He is cautious using his PPE, wanting to ensure he has enough for the confrontation with Rozarre. The fight eventually leads to the ruins of the Northwest Correctional Complex, a onetime maximum security prison. Rozarre wants to build his palace atop these ruins, as they are still steeped in psychic misery. E Rozarre the Rancorous: Use Greater Demon stats on page 90. E Harry Mayborn III: Use Shifter stats on page 30. Remember that Shifters gain +2 with banish spells. E Feculence Daemonix: See page 33. E Immolator Daemonix: Seee page 35. Gargoyles (12): See page 73. Lesser Demons (12): page 90. After all is said and done, if Harry is still alive (and he strives very hard to be), the group needs to decide what they wish to do with him. He’d just as soon be left to continue his wanderings, preferably far away from his father. If someone decides to try to recruit him to the Legion, he asks what kind of Techno-Wizard training he could receive…
84 CREATURES FROM THE RIFTS Rifts Earth is a cosmic crossroads for the entire Megaverse®, which means pretty much anything can wind up coming through a Rift to wander the planet. This provides Game Masters nigh-infinite possibilities for challenges and adventures. As a GM, you should feel free to craft whatever you like, or tap into the countless sources of Savage Worlds and Palladium Rifts® materials to create enjoyable mash-ups. It Came From a Rift The following series of tables are another tool for you, enabling you to quickly generate a random entity—or group of entities—to come through a Rift. Perhaps one of the heroes decided to tinker with a ley line nexus unexpectedly, or you decide things are slow enough that a random Rift pops open to liven things up. Maybe you just want to see what interesting elements you can generate and craft a scenario around. Whatever the case, grab some dice and see what strangeness comes about! NUMBER Roll on the following chart to determine if the Rift disgorges a single entity, a group, or a horde. The number of dice in parentheses for the two group listings indicates how many entities are in the group. Once you get a result here, go to one of the three following sets of charts—Single Entity, Group, or Horde—that fits the result. SINGLE ENTITY Roll on this chart to determine the size of the entity that comes through. Roll on this chart to determine the essential nature of the entity. Natural means the being has inherent powers and abilities, while Magical and Technological indicate other sources of special abilities and powers. This chart gives you some guidance on the appearance of the entity, though you should either choose or modify as your imagination demands. NUMBER d6 RESULT 1–2 Single Entity 3–4 Small Group (2d6) 5 Large Group (3d12) 6 Horde SIZE D6 RESULT 1 Gargantuan (Size = 1d4+8) 2 Huge (Size = +8) 3 Large (Size = 1d4+3) 4–5 Normal (Size = 1d4−1) 6 Small (Roll 1d6: 1–4, Size –1; 5–6, Size –2) ESSENTIAL NATURE D6 RESULT 1–2 Natural 3–4 Magical 5–6 Technological
85 Now skip to Entity Abilities, below, to generate more information. SMALL/LARGE GROUP Roll on the following chart to determine the size of the beings in the group. Use the other charts—Essential Nature and General Appearance—from the Single Entity section for the rest of the group’s basic information. Now skip to Entity Abilities to generate more information. HORDE As the name implies, a horde is a large enough population of beings that an exact count is pointless. There are anywhere from dozens to thousands coming through, indicating a long-term problem or challenge for those encountering the visitors. Roll on the following chart to get the size of the beings in the horde. For the Swarms result, roll 2d8 to determine how many hang around the immediate area and must be dealt with by whoever is there. Dozens (or hundreds) more Swarms spread out rapidly throughout the region. Swarms are found in Savage Worlds. If you want to make the Swarms particularly awful, increase their damage to 2d6 and make it Mega Damage! As well, increase their Toughness to 10. Use the other charts—Essential Nature and General Appearance—from the Single Entity section for the rest of the horde’s basic information. Go to Entity Abilities to generate more information. ENTITY ABILITIES The following series of charts help you build the stat block for the entity or entities encountered. When dealing with a group or a horde, you may wish to create a special entry for one or more leaders, and a separate entry for the rank-and-file soldiers or others who accompany the leaders. Near the end of this section, there is a Follower Type Table you can roll for or choose from. For a single entity or the leader of a group or horde, roll five times on this chart to determine the die type for each of the five Attributes (Agility, Smarts, Spirit, Strength, Vigor). For Large entities, add +2 to the roll for the being’s Vigor. For Huge entities, add +4 to the result for Vigor. For Large and Huge beings, don’t roll for their Strength. Instead, automatically SIZE D6 RESULT 1 Huge (Size = +8) 2 Large (Size = 1d4+3) 3–5 Normal (Size = 1d4−1) 6 Small (Roll 1d6: 1–4, Size –1; 5–6, Size –2) SIZE D6 RESULT 1 Large (Size = 1d4+3) 2–3 Normal (Size = 1d4−1) 4–5 Small (Roll 1d6: 1–4, Size –1; 5–6, Size –2) 6 Swarms GENERAL APPEARANCE D8 RESULT 1 Horrifically ugly and terrifying (Fear −2) 2 Bizarre, alien, and disturbing (Fear) 3 Odd, somewhat alien, off-putting (Cha −2) 4–6 Humanoid and relatively normal 6 Attractive, alluring, captivating (Cha +2) 8 Unearthly beautiful and mesmerizing (Cha +4)
86 set their Strength at d12. For a Large being, roll a d6 and add that to the final result. For a Huge being, roll 2d6 and add that to the final result. For example, if you roll 7 on 2d6 for a generated Huge being, it would have a Strength of d12+7. Skills depend on results on following charts. Roll 1d4 to determine how many times to roll on the following chart, which will determine one or more roles the entity fulfills (and, thus, what skills and Edges she will have). Ignore and re-roll when the same result is rolled. If any of the results come up as Mindless Intruder, immediately stop rolling on this chart and ignore all previous results from this chart; if an entity is a Mindless Intruder, that’s all it is. Where skills are granted multiple times (from rolling more than once above), take the highest indicated result. As well, you should definitely tinker any final write-ups to make sure they make sense in the end. MINDLESS INTRUDER Traits and Edges: Smarts d4 (A), Fighting and Shooting set at Agility level (minimum d6), Notice d6, Frenzy, Sweep. Special: Natural ranged attack (Range 20/40/80, Damage 3d8, RoF 1, AP 2, Mega Damage), 1d4+2 additional rolls on the Special Abilities Table. Followers: Group or Horde followers are automatically Mindless Minions (page 64). COMMANDER Traits and Edges: Fighting d8, Knowledge (Battle) d8, Notice d8, Shooting d8, Command, Command Presence, Hold the Line! Followers: Group or Horde followers are either Commandos or Soldiers (ignore other results), see page 58 and page 66. EXPLORER Traits and Edges: Smarts d8 (minimum), Climbing d6, Fighting d6, Healing d6, Notice d8, Shooting d6, Stealth d6, Survival d8, Tracking d8, Woodsman. PSIONIC Traits and Edges: Smarts d8 (minimum), Spirit d8 (minimum), Fighting d6, Notice d8, Psionics set at Smarts level, Arcane Background (Psionics), Energy Control (Electricity) Major Psionic, Master Psionic, Mentalist. Powers: Armor, detect/conceal arcana, mind reading, puppet, speak languages, telekinesis, telepathy. ISP: 30. SCIENTIST/SCHOLAR Traits and Edges: Smarts d8 (minimum), Healing set at Smarts level, Investigation set at Smarts level, Knowledge Skills (choose three, all set at Smarts level), Notice set at Smarts level, Repair set at Smarts level, Survival d6, Scholar. ATTRIBUTE D12 RESULT 1 d4 2–5 d6 6–8 d8 9 d10 10 d12 11 d12+1 12 d12+2 WHAT ARE THEY? D12 RESULT 1–2 Mindless Intruder 3–4 Commander 5 Explorer 6 Psionic 7 Scientist/Scholar 8 Spellcaster 9 Trader 10–12 Warrior
87
88 SPELLCASTER Traits and Edges: Smarts d8 (minimum), Spirit d8 (minimum), Fighting d6, Notice d8, Spellcasting set at Smarts level, Arcane Background (Magic), Master of Magic, Wizard. Powers: Armor, bolt, detect/conceal arcana, dispel, invisibility, slumber, speak language (all have Mega Trappings). PPE: 30. TRADER Traits and Edges: Smarts d6 (minimum), Spirit d8 (minimum), Gambling set at Smarts level, Persuasion set at Spirit level, Streetwise set at Smarts level, Charismatic. WARRIOR Traits and Edges: Agility d8 (minimum), Strength d8 (minimum), Vigor d8 (minimum), Fighting set at Agility level, Healing d6, Shooting set at Agility level, Survival d6, Throwing d6, Frenzy, Marksman. After determining the basics for the leader(s) above, roll on the following table to determine the core stat block for any group or horde followers: It’s important to be creative with these followers. Gear can be of any genre—fantasy, steampunk, sci-fi, etc.—and style, or it may not be gear at all, instead representing some natural ability or bio-attachments or whatever. Where civilians are concerned, they should probably have a number of skills related to the nature of who they are and where they come from, and especially who they follow. For example, if their leader is a Trader, they may be merchants, farmers, and the like. If their leader is a Spellcaster, they may be apprentices, acolytes, or worshippers. Finally, it’s time to determine what kind of special abilities the entity or entities possess. Whatever is rolled on this chart should apply to any leaders and followers, since they’re expected to be from the same place and probably related, species-wise. Either choose how many times you wish to roll, or roll a d4+1 to determine how many SPECIAL ABILITIES D20 RESULT 1 Aquatic 2 Armor (1d4+1 points of natural armor) 3 Burrowing 12” 4 Construct 5 Elemental (Roll 1d4—1: Air, 2: Earth, 3: Fire, 4: Water) 6 Ethereal (Roll 1d6—1–4: at will; 5–6: permanent) 7 Fearless 8 Flight 12”, Climb 0 9 Hardy 10 Infravision 11 Immunity (Choose one or more conditions) 12 Invulnerability (Must choose at least one Weakness, as per Monstrous Abilities) 13 Low Light Vision 14 Paralysis 15 Poison (Choose one from the Hazards section of Savage Worlds) 16 Regeneration (Roll 1d6—1–4: Slow Regeneration; 5–6: Fast Regeneration) 17 Stun 18 Undead 19 Wall Walker 20 Select one Edge FOLLOWER TYPE d6 RESULT 1 Civilians (page 57) 2 Commandos (page 58) 3 Mindless Minions (page 64) 4–6 Soldiers (page 66)
89 rolls to make. As always, ignore and reroll anything you don’t like or that doesn’t make sense. Most of the abilities below are found in the Monstrous Abilities section of Savage Worlds. WHY ARE THEY HERE? This chart is optional (even more optional than the others), because you may have a strong idea of how you want to use what you generate, or maybe you’re really only looking for it to be a mighty knock-down, drag-out fight. However, if you’d like some inspiration leading to a more involved scenario, this table provides the inspiration. WHY ARE THEY HERE? D8 WHY ARE THEY HERE? 1 Hungry, looking for food and shelter. 2 Escaping, looking for refuge. 3 Exploring, looking for new discoveries. 4 Ambitious, looking for new opportunities. 5 Good, looking to bring light to a new world. 6 Evil, looking to torment and terrorize a new world. 7 Angry, just looking for a fight. 8 Confused and have no idea why they are here.
90 CLASSIC RIFT CREATURES Demon As it turns out, the Chinese had it right along—there’s more than one hellish realm from which truly evil supernatural beings hail. Demons are frighteningly common on Rifts Earth, frequently summoned by Shifters and other arcane practitioners for any number of purposes. As well, there are plenty who simply come through the Rifts to a playground awash in chaos and strife, to which they are all too happy to add. The following are stats for classic demonic beings, but the exact appearance and Trappings can vary wildly for each encounter. Use them for Shifter summonings or as foot soldiers in any evil arcane force. GREATER DEMON The kind of monstrosity that prefers to be treated as a god (and it’s hard to argue with him). He is a powerful opponent on his own for most groups. Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+6, Vigor d12+4 Skills: Fighting d12+2, Intimidation d10, Knowledge (Battle) d8, Notice d10, Spellcasting d12+2 Pace: 8; Parry: 15; Toughness: 43 (23) Edges: Arcane Background (Magic), Brawny, Champion, Charge, Elan, Improved Block, Improved Frenzy, Improved Sweep, Master of Magic, Master (Fighting), Master (Spellcasting) Gear: Enchanted demonic armor (+9 Armor, M.D.C.), giant enchanted flaming sword (Str+2d12, AP 16, Mega Damage, +4 Fighting), enchanted demonic bracers (Parry +4). Powers: Banish, blast, bolt, burst, detect/ conceal arcana, disguise, dispel, growth/shrink, invisibility, puppet, quickness, smite, speak language, summon ally. PPE: 40 Special Abilities: Abyssal Nature: This demon suffers half-damage from non-magical attacks (round down). Demonic Hide: Demon lords gain +14 Armor (which stacks with their demonic armor) and +3 Toughness. Combat Hardened: Greater Demons gain +2 to recover from Shaken. Fast Regeneration: Even against attacks that can hurt it, a Greater Demon recovers quickly and requires extraordinary effort to truly slay. He makes a Vigor roll every round to heal damage—even after being “killed.” A success heals one wound, two with a raise. Certain Weaknesses (below) prevent this effect. Fear (−2): The appearance and supernatural aura of the Greater Demon causes all opponents to make a Fear check at −2. Fearless: Nothing in the Megaverse® frightens a Greater Demon, and they’re also immune to Intimidation. Infernal Form: Demons are immune to disease, poison, normal fire, heat, and cold. Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat. Large: Attackers gain +2 to hit the very sizable Greater Demon. Size +6: At 18 feet tall and a couple of tons, a Greater Demon is massive. Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edge. Cyber-Knights and Mystics who follow any kind of “path of light” spiritually fall into this category. Such attacks inflict +4 damage and wounds caused by such attacks cannot be regenerated. Weakness (Silver): Silver weapons and attacks have the same effect as Holy Weapons, inflicting +4 damage and negating demonic regeneration. LESSER DEMON This is the rank-and-file demon soldier, sent in great numbers against enemies of summoning casters and demon lords. They are hulking, powerful, and not particularly bright, but they love causing damage and mayhem.
91 Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d6, Notice d4 Pace: 6; Parry: 6; Toughness: 12 (3) Edges: Arcane Resistance, Brawny, Charge, Frenzy Gear: Demonic armor (+3), demonic melee weapon (Str+d8), medium shield (+1 Parry, +2 Armor vs. ranged damage). Special Abilities: Armor +2: Armored hide. Abyssal Nature: This demon suffers only half damage from non-magical attacks (round down). Fear: Even Lesser Demons are terrifying when first encountered, causing opponents to make a Fear check. Infernal Form: Demons are immune to disease, poison, normal fire, heat, and cold. Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat. Size +2: Lesser Demons are hulking monsters. Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edges. Cyber-Knights and Mystics who follow any kind of “path of light” spirituality fall into this category. Such attacks inflict +4 damage and wounds caused from such attacks cannot be regenerated. Weakness (Silver): Silver weapons and attacks have the same effect as holy weapons, inflicting +4 damage and negating demonic regeneration. Gigantic Raging Monster Blessedly rare, such beasts nonetheless represent potential extinction-level events for any region where they emerge from a Rift. They can look like anything—massive dinosaurs, titanic kaiju, enormous and angry gorillas, towering elder horrors from beyond the stars—so feel free to get creative or even use a favorite picture of something you want to scare your players with.
92 Such beasts are usually not much more than mindless sources of destruction, though occasionally one may be smarter and more aware than it first appears, with an agenda the players must try to figure out. Most of the time, however, the only way to deal with such a terror is to bring out the big guns, lure it away from civilization, and blow it to bits before it kills everyone. Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d12+12, Vigor d12+4 Skills: Fighting d8, Intimidation d10, Notice d6 Pace: 20; Parry: 6; Toughness: 58 (30) Edges: Berserk, Improved Frenzy Special Abilities: Armor +30: The monster has natural M.D.C. armor. Claws/Bite: Str+2d12, AP 25, Mega Damage. Fear (−4): So large and terrifying, the monster causes Fear checks at −4. Fearless: Unaffected by Fear and Intimidation. Gargantuan: The creature’s massive size grants M.D.C. armor and all attacks do Mega Damage. It also counts as Huge, human-size attackers gain +4 to attack rolls. Giant Gait: This creature rolls 2d8 when running. Hardy: These monsters are never hurt by a second Shaken result. Massive Attack: Using a stomp, tail lash, or slam (Fighting roll), the monster may attack all targets in a Medium Burst Template for Str+2d6 AP 10 damage adding its Size (minus the target’s Size). Non-vehicular targets get a chance to Dive for Cover. Single-Minded: The creature adds its Size to Smarts and Spirit rolls to resist powers. Size +12: A Gigantic Raging Monster from the Rifts is at least 100 feet tall, but some are even larger (though usually no more than Size +20). Add +1 Strength for each +1 Size, and over Size +16, increase the Massive Attack to a Large Burst Template. Tough: The creature has +6 Toughness. Huge Flying Swarm Things Another opportunity to get creative with descriptions, this could be any kind of flying terror from anywhere in the Megaverse®. Dog-sized insects, alien bloodsucking horrors, or organic-metal parasites are all great ideas to play with. Regardless of appearance, the tactics are generally the same—try to get them away from civilized areas and use massive and area-effect attacks to wipe them out before they do the same to the entire region. This may be more than a little difficult, since such creatures most often are encountered by the dozens, or even hundreds! Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Notice d6 Pace: 8; Parry: 5; Toughness: 7 (2) Special Abilities: Armor +2: Chitin or other protective carapace provide natural armor. Claws/Bite: Str+d4, AP 2. Flight: Pace 8, run die d8. Rapid-beating wings or some other form of propulsion. Poison (Optional): Some such creatures poison their victims when they attack. If the Stinger causes a wound or a Shaken result, the victim is injected with a venomous poison; he must make a Vigor check, and if he fails, he dies in 2d6 minutes. With a success, he suffers one wound and the Exhaustion level of fatigue. Even on a raise, he suffers the Exhaustion effect. See Savage Worlds for rules on treating Poison. Stinger: If one of these things gets a raise on an attack, it strikes with its stinger (or extra-long needle tongue, or similar) instead, dealing Str+d10 damage, AP 6. As an option, you can decide the creatures have some kind of special acid or their stingers are made of something truly devastating, making such an attack inflict Mega Damage. Swarm Attack: These creatures are expert at swarming an opponent; they may gain up to a +6 for Gang Up bonus.
93 Savage Tale: The Enemy of My Enemy Despite the Coalition’s position against nonhumans and magic use, plenty who wear the uniform of the CS military are decent, honorable people just trying to do their jobs. Many truly believe they’re trying to save humanity, not necessarily understanding many of the magic practitioners and D-Bees they’re attacking are, themselves, decent beings who also want to save and help people. Then there are the veterans—the ones who know the truth is somewhere outside Chi-Town “official policy.” There are plenty of monsters, demons, and outright evil beings out there threatening civilization, yet not every caster of a spell or non-human sentient is an enemy of the state. Careful to conceal their sympathies and their openminded perspective, these CS troops are the ones most travelers and dwellers outside of Coalition influence hope to meet. Unfortunately, most units of CS troops tend to have something of a mix of reasonable folks and those who drink deep from the well of Coalition propaganda. CS MISSOURI, PUPPET STATE OF CHI-TOWN By the accounting of many in and out of the Empire of the Coalition, Missouri is little more than an extension of the CS Chi-Town regime, though it functions bureaucratically as an independent state. Aside from the fairly sizable city of New Chillicothe, there are no major urban centers in Missouri. There are a handful of small-to-large military installations, including a fairly major army operation in St. Louis where the permanent Gateway Arch Rift (aka “The Devil’s Gate”) poses a constant threat. There are quite a few naval posts on the banks of the Mississippi as well. Most of Missouri is either dangerous wilderness or extensively managed agricultural estates. The rest of the Coalition Empire depends heavily on Missouri as a breadbasket region, providing a huge amount of the food needed to feed the populations of the other states and the everexpanding military. Much of the armed forces present in Missouri are dedicated to protecting agricultural assets, a duty many of the soldiers stationed there have been engaged in for many months, or even years.
94 Many of the unit commanders, not wishing to provoke armed conflicts at every turn, develop a pragmatic attitude about just which magic practitioners and D-Bees they need to enforce rules and regulations upon in their comings and goings. A TENSE ENCOUNTER IN LONGRUN To the northeast of Castle Refuge, not far over the Missouri border, there’s a small town called Longrun. More a trading post and refueling station than anything, it’s also a stopping place for Tomorrow Legion patrols who venture into Missouri to look after the folks the CS military mostly ignores this far south. Unfortunately, the team encounters one of the rare Coalition patrols to make it down this far. The patrol is led by Sergeant Brandon McAllister, a man who’s seen more action and more death than most of his unit. He’s not interested in fighting anyone, and he’s only in Longrun as part of an extended “show the flag” tour to remind folks this far south they still reside in the Coalition State of Missouri. He escorts a civilian who collects nominal taxes as well, though nothing like a shakedown is occurring. In fact, many folks in the region are pleasantly surprised that a sufficient display of hard luck relieves them of any tax burden. As the Legionnaires arrive on Longrun’s outskirts, advance scouting or observation reveals a squad of Dead Boys and a couple of Coalition-marked all-terrain vehicles parked outside the main trading post (which also serves as the town hall when anything resembling government matters comes up). There are civilians everywhere, mostly gawking at the CS troops, but some are simply going about their business. If any heroes are in a “shoot first, ask questions later” mood, this winds up nothing more than a bloody firefight which could have been avoided. Be sure to point out the enormous opportunity for collateral damage and innocent bystander casualties. If the team employs cautious tactics in approaching the town, the Dead Boys may not even know they’re around. From that point, the heroes need to decide what they want to do, if anything. If, however, the group simply arrives in town as they might normally—not expecting a Coalition presence—both sides soon become aware of each other. A grunt radios Sergeant McAllister right off, while Corporal Willem Hatfield—who really hates magic wielders, having lost a couple of friends in combat against Federation forces—is more than a little mouthy if anyone in the team is obviously arcane or mystical in nature. Sergeant McAllister comes out to the street to see what’s going on. Given half a chance, he’s willing to discuss matters— even if there are obvious D-Bees or magic wielders in the group. If things get tense, he’s the one to point out, “We don’t want any of these nice folks getting hurt, so let’s tone it back a notch, OK? “Technically, this is CS Missouri territory, so if anyone needs to leave, I’d ask it to be you folks. If we can avoid any needless unpleasantness, I am OK with you topping off your supplies and handling whatever business you came here for, first. “And no more attitude from you, Hatfield. Let it be!” Assuming the heroes are willing to let things go at conversation and parting company, that seems to be the end of it. Whether they leave town shortly thereafter, or remain to keep an eye on the CS force (which doesn’t do much more than hang around the town hall while McAllister and the accountant finish up business inside), there’s no more conflict unless the heroes start it. E Sergeant Brandon McAllister: Use Coalition Grunt stats on page 8. He uses a C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2) with plasma grenades loaded in the attached grenade launcher. He also has Combat Reflexes and Marksman. E Corporal Willem Hatfield: Use Coalition Grunt stats on page 8. Coalition Grunts (7): See page 8. Coalition ATVs (2): Toughness 25 (14 M.D.C.), Acc/TS 10/50, Medium Laser Turret (Range 150/300/600, Damage 3d10, RoF 1, AP 10, Mega Damage).
95 BIG UGLY MONSTER About an hour after the team arrives, any Ley Line Walker in the group becomes aware of a surge of energy nearby. A couple of ley lines run into each other approximately three miles to the east of the town, and a Rift just opened up! Even without a Ley Line Walker in the group, the team notices violent atmospheric disturbances off to the east, with the kind of blue-white lightning promising Rift activity. The team, having been in the area, also knows there’s a mid-sized farming estate in the area, and the residents are bound to be in serious danger from whatever is happening. Should they choose to head that way, those with advanced hearing of any kind start picking up horrifying, monstrous roars, and once within about a mile, the ground shakes as something truly gargantuan is stomping about! Even closer, the heroes catch glimpses of a giant monster laying waste to the landscape and everyone around. Humanoid in general makeup, the thing is thickly muscled with mottled green-and-gray skin, a massive, vaguely saurian head, tiny eyes, and horns and spiky protrusions all over its body. It stands over 100 feet tall, its massive feet and hands feature talon-like claws, and it has a tail capable of smashing sturdy buildings! Worse, there are smaller, flying creatures buzzing all around it, apparently symbiotically connected to the thing somehow (possibly as parasites). These creatures look like a grotesque mash-up of a warthog and a wasp! Even as the team closes into combat range with the monster, they observe one of the Coalition ATVs they saw back in Longrun barreling headlong into battle with the thing. Sergeant McAllister’s brought most of his men—leaving only two back in the town with the accountant and the other ATV—to try and do something about the beast. If there’s communication, he’s clear about his willingness to coordinate efforts, so it’s up to the heroes if they are also willing. If they agree, feel free to parcel out the Coalition Grunts as allied Extras for the fight, but keep the sergeant and Corporal Hatfield under your control. During the fight, Hatfield tries to create an opportunity for some “friendly fire” against any magic users on the team. You need to determine if McAllister or any of the other grunts witness this. Should the sergeant observe it, he shoots Hatfield himself. If the other CS troops don’t witness the act, and the heroes take action against Hatfield, this threatens their unified efforts and may cause a knockdown fight unless someone endeavors to negotiate. Of course, all negotiation must wait until the giant monster and its parasites are dealt with. Gigantic Raging Monster: See page 91. Huge Flying Swarm Things (30): See page 92. They have the Poison option for their stingers. AFTERMATH Depending on how things go, the team has gained—in the guise of Sergeant McAllister— anything from an implacable foe to a tacit ally in the CS Missouri forces. If they fought well together and there wasn’t much in the way of true antagonism between the forces (except on the part of Corporal Hatfield), this squad of Dead Boys won’t have anything official to say to their superiors about the heroes. There may even come a day when they call in the team for help with something really dangerous.
96 INDEX SYMBOLS 1st Apocalyptic Cavalry 45 A Altara Warrior Woman 53 Automaton 37 Battlelord 37 Earth Thunder 38 B Bandit 56 Bandit, Pecos Empire 50 Black Market Enforcer 42 Black Market Expeditor 43 Black Market, The 41 Brodkil 68 Leader 70 with Cybernetics 69 Burster 56 C City Rat 57 Civilian 57 Coalition States, The 5 Armor and Weapons 6 Combat Mage 24 Commando 58 Corrupt 24 Crazy 58 Cyber-Knight 58 Fallen 59 Cyborg 60 D Daemonix 31 Basal 32 Feculence 33 Hangdog 33 Immolator 35 Manslayer 35 Demon 90 Greater 90 Lesser 90 Thornhead 76 Dog Boy Soldier, Coalition 14 Dragon Flame Wind, Hatchling 70 Flame Wind, Young Adult 71 Dunscon, Lord Alistair 21 F Fairchild, Gilbert 42 Federation of Magic, The 21 Fury Beetle 72 G Gargoyle 72 Gigantic Raging Monster 91 Glitter Boy 61 Grunt, Coalition 8 H Headhunter Techno Warrior 62 Horse 1st Apocalyptic Cavalry 46 Robot 46 Huge Flying Swarm Things 92 J Juicer 63 L Lasar, Emperor Sabre 48 Ley Line Walker 63 M Military Specialist, Coalition 10 Mindless Minion 64 Mind Melter 64 Murder Wraith 27 Mystic 64 Mystic Knight 26 N Necromancer 29 Neuron Beast 73 O Operator 65 Ostrosaurus 76 P Pecos Empire, The 48 Pilot UAR-Enforcer 12 Power Armor Coalition PA-06A SAMAS 11 Glitter Boy 62 Prosek, Emperor Karl 7 Psi-Stalker, Coalition 15 R Rhino-Buffalo 74 Rift Runner 44 Robot Armor Spider Skull Walker 14 Triax X-500 Forage 66 UAR-1 Enforcer 12 Robot Pilot 65 Rodriguez, Sergeant Olivia 47 S SAMAS Pilot, Coalition 11 Savage Tales Amok 81 Meet the New Boss 38 No Zealot Like a Convert 17 The Enemy of My Enemy 93 Shifter 30 Shrike, Captain Jonas 7 Simvan Monster Rider 75 Skelebot 17 Skeleton 30 Sky Cycle Pilot, Coalition 11 Soldier 66 Soldier, 1st Apocalyptic Cavalry 47 Spider-Skull Walker Crew 13 Splugorth Slaver 52 Sprite, General Kenneth 46 Sunaj Assassin 54 T Technical Soldier, Coalition 9 Techno-Wizard 66 V Vampire, Wild 77 Vehicles AFC-023 Sky Cycle 11 Death’s Head Transport 15 Mark V APC 8 Mountaineer ATV 66 Wellington Road Boss Combat Chopper 50 W Warlord Jakuul 50 Wilderness Scout 67 Witchling 78 X Xiticix 79 Hunter 79 Warrior 81 Z Zargus the Great 23 Zombie 30